- Location
- Connecticut
- Pronouns
- He/Him
I would normally be interested, but I'm... well, looking to play Mage, using the default setting or reasonably close to it, since this would be my first actual game of it. Whereas you're recruiting for a game which features a significantly different setting and is played using the Mutants and Masterminds rules.
I'm strongly tempted to do this, just to see what you would be like as a player, but I know that I don't have time to do something like this. Also, I would probably want to run nWoD Mage, which doesn't appear to be to the general tastes of the board.
Which I get, I really do. Though the rules for nWoD are a little bit more stable than the rules for oWoD (exponential acceleration Force spells aside), the setting for New Mage is absolute garbage. They give you five covenants, none of which really have strong reasons to oppose each other, and a very poorly defined enemy in the Exarchs. Which is a shame, because there are some good ideas buried in the mix.
If I were to run a game of nWoD Mage the biggest thing that I would change would be the Covenants. The main draw of old mage is that (as a comment a few pages back said so succinctly) it is a 'philosophical knife-fight' where what you believe matters on not only a political but a metaphysical level. In comparison, nWoD Mage has the Guardians of the Veil, the Mysterium, the Silver Ladder, and the Adamantine Arrow all agreeing that 1) Atlantis existed 2) Magic comes from Atlantis and 3) the best way to become a better mage is to study relics of the past. The Free Council even more or less agrees with 1) and 2) but has the temerity to suggest that maybe looking at modern magical traditions or the scientific method might also be a good way to learn about magic. And then the enemy is the Exarchs, who... mostly believe 1,2, and 3 but think that rather than trying to revive the old order that people should become gods, or something.
And that is just garbage. On the other hand....
New Mage was onto something with dividing mages into five groups. It's a nice comfortable number for political struggles, works very well for Vampire, and it really isn't hard to divvy up the ideas of the old Traditions into rough spheres of influence. And the ideas of the Atlanteans and the Exarchs actually work as rough concepts, though less so in execution.
If I were going to run New Mage, I would edit the Covenants as so:
The Silver Ladder would become the Atlanteans. They believe that an ancient proto-civilization of magic existed, that all modern mages are descendants of said civilization, that there was a war against someone that caused that civilization's fall, and believe that the best way to study magic is to look for relics of said civilization, piece back together the universal language of magic, and reclaim the ancient glories of old. Conceptually, they'd encompass most of the New Mage covenants, along with the Order of Hermes from oWoD.
The Adamantine Arrow would become the Exarchs. They believe that magic exists because certain humans are the descendants and champions of gods and angels, that they may become deific themselves by performing great deeds and emulating ancient legends, and that their role is to serve as champions against the Demons and Titans of the Abyss. They seek mastery of magic through self-perfection and service to the gods. Conceptually, they'd be a less overtly evil nWoD Exarchs + the Akashic Brotherhood and the Celestial Chorus from oWoD.
The Guardians of the Veil would become the Illuminati. They believe that magic exists because it is secret, and that reality in general is shaped by belief. As such they attempt to take control of the beliefs of Sleepers, keep magic secret from any who do not discover it themselves, and bury occult symbolism in everyday objects to shape the collective unconscious. Mastery of magic, as far as the Illuminati is concerned, comes with mastery of others. Conceptually, they'd be a bit like the NWO + Syndicate + Ahl-i-Batin from oWoD, plus the Guardians of the Veil from nWoD.
The Free Council would become the Order Of Reason. They believe that magic is just another natural phenomenon, that it can be studied and understood with scientific methods, and that mages are those who have the necessary spark of genius to understand such contradictory and impossible theories. They are sometimes called mad scientists, other times called misguided by more traditional mages, but the power of their magics is difficult to deny. Conceptually, they'd be the sciency side of the oWoD Technocracy - no reason to link it to political control without the metaphysical concept of Stasis, after all, plus the Void Engineers, the Virtual Adepts, and the sciency bits of the Free Council from nWoD.
The Mysterium would become the Traditionalists. They believe that magic is a byproduct of the human soul, that it has existed since ancient times and could be present in anyone, and that ancient magical traditions hold the key to understanding the way that magic works. They believe in spreading magical knowledge to all, to studying everything from kabbalah to shamanism to ecstatic ritual, and that the potential to Awaken lies in everyone. Conceptually, they're the most like the more spiritual parts of the oWoD Traditionalists - Dreamspeakers, Verbena, the Cult of Ecstacy, the Order of Hermes, and so on.
But just that little change would solve a lot of the problems with New Mage. It gives each group sort of a default enemy - the Atlanteans are opposed to the rebels that made Atlantis fall and their followers, the Exarchs are opposed to demons & monsters out of myth (picture a Greek hydra in the sewers of New York City), the Illuminati are opposed to people who would breach the Veil and will inevitably run into problems with the Vampires and others who want to rule the world, the Order of Reason would argue with more 'superstitious' friends and inevitably run into problems with Prometheans, Cryptids, and other beings that they want to dissect, and the Traditionalists will take issue with anyone bulldozing sacred burial grounds, with anybody who doesn't want magic to be free, and probably run into Changelings due to a mutual tie to human myths and legends.
I've been trying to 'fix' new mage for a while, so I'd be interested to hear if anybody else has had ideas along these lines or is interested in hearing more.