I figure a lot of those problems could be pretty easily managed with constant and clear communication in an OOC thread. If people are open about what they want and are open to discussion, I figure things could work out fairly well.
So, NDemon has been out for a while now. What's everyone think of it so far?
It's like they wanted to add low key heretical technocrats in a war agaisnt the Technocracy to the nWoD. Only without the hope, or any hint of a endgame. It's quite possibly the most fundamentally hopeless, aimless game White Wolf has ever made. There's a bunch of interesting things you can harvest from it, but taken as a whole its... flawed.
I believe the quickest way to illustrate this is in what it tries to do. Much like Changeling is a game about playing an abuse victim and Vampire is about playing a neo-feudal sex criminals in organized crime, Demon wanted to be a game about playing a spy. To emulate the crushing cold sense of mistrust and double-dealings of The Spy Who Came In From The Cold and similar spy novels, it suggests that you face off against the incomprehensible. One example actually given in the rulebook was for the players to investigate and eventually shut down a family restaurant run by a God-Machine agent. The purpose of the restaurant was to provide the God-Machine with lettuce.
Why does the God-Machine need lettuce? You're not supposed to know. What happens if we don't stop the God-Machine from getting lettuce? You're not supposed to know. Is it important to stop the God-Machine from getting lettuce? You're not supposed to know. Will things actually end up worse if we try to stop the God-Machine from getting lettuce? You're not supposed to know.
The game encourages the ST to make scenarios where the players have no concept of the reason for why they're doing things, or of the consequences of their actions. This is terrible for a game about playing spies, because it's neither fun nor interesting. It becomes an exercise in doing pointless things for no reason. GURPS: Espionage, and excellent-if-dated book on how to run spy games, points out that this is a really stupid thing to do. While secrecy, mysterious orders, and duplicitous missions with hidden intentions are important to the spy genre, the players must never be left feeling that their actions and choices have no meaning, because that's no fun.
It was just one of those things that stood out to me when I skimmed the public text-only release; it was a game about playing spies that actively encouraged doing exactly what my favourite book about playing spies had said not to do.
The main problem with that is always finding the poor fool that is running that thing.So much neat discussion.
Damn, my desire to play a Mage: The Ascension game is only growing. Would anyone be willing to run a Play by Post campaign on SV, or is that not really a feasible format for the setting and system?
The main problem with that is always finding the poor fool that is running that thing.
Which is not me even if I add my name to the number of possible players,
Tome of the Mysteries is probably the best supplement for nMage, with Intruders - Encounters with the Abyss being second-best (though only if you plan on using Abyssals a lot).I'm always fascinated, yet off-put, by how passionate people get when discussing Ascension, because I'm one of the rare few that after reading the corebooks of both oMage (Revised) and nMage, thought "Sounds terrible" about the former and "Awesome, I want to play this!" about the latter.
Anyways, since right now my budget permits me to indulge my need for Mage books, I'm curious if anyone has any recommendations on which ones to get from drivethrough. I can afford 3, maybe 4 books, so I was thinking which supplements I should go for? I already have a Ruined Temple as a physical copy though.
I was thinking the order books, but is there anything else that's a must have, especially for me, the ST?
Anyways, since right now my budget permits me to indulge my need for Mage books, I'm curious if anyone has any recommendations on which ones to get from drivethrough. I can afford 3, maybe 4 books, so I was thinking which supplements I should go for? I already have a Ruined Temple as a physical copy though.
I was thinking the order books, but is there anything else that's a must have, especially for me, the ST?
Of those two orders, which one really needs it's sourcebook to be better understood?
If you get nothing else get Tome of the Mysteries. It is THE Mage book. I know many would call it the missing half of the core book. It goes in depth with the arcana and what each dot level means. Makes it so much easier to come up with new spells. Plus it gives a bunch of fluff bits like what magic looks/feels/ect to use.
Some of the book is bad yes, but the chapter on the practices is the important bit. You could cut most of the rest of the book and I'd still be happy with it.You have to be wary with it.
There are really, really dumb bits in it. Like the essay in Wisdom, which is incredibly dumb - and its placement of making zombies as a major Wisdom sin with no justification beyond 'it's icky' is terrible and hits Death with a major nerf to one of the reasons people wanted it. Likewise, quite a few of its spells are quite bad, like the one which is Death 4, Prime 2 to... let other people see ghosts. Rather than... uh, Death 2.
"Basically everything that makes your life suck less than that of a fifteenth century peasant is actually the product of a shadow tyranny, do you side with said shadow tyranny or with the similarly morally ambiguous resistance?" does sound a lot more interesting to me than "fuck the Man!"While I don't myself play oWoD (outside of Panopticon Quest), I have to say as a relative outsider that the anti-Technocracy arguments here are only really managing to make me completely uninterested in playing any games in the line at all that don't use Revlid and MJ's proposed interpretation. Because frankly, my base position is agreeing with the Technocracy, they're much more interesting than the Traditions, and even if they're made so pointlessly evil that working within the system to improve them is rendered impossible, I still have yet to see any case for why I should sympathise with the Traditions instead.
Also, bluntly, the Saturday Morning Cartoon Villain Technocracy is boring. I'm not just uninterested in playing with such a pathetic one-dimensional caricature, I'm actively adverse to it, especially when I disagree with the side the game tries to force me to sympathise with on a number of different levels.
Too bad that that's the case, then. The World of Darkness crossed over promiscuously within its lines,
MJ12's Panopticon Quest is fairly clear evidence that you can run a great game of OMage with a "Good Technocracy", so that's an idea worth thinking about.
Okay, I just got Damnation City and it is beautiful.
I love it! Its not just useful for WoD, but for general storytelling as well; it gives you so many different ideas for a gothic city and the way it would look and feel. In all honesty I'd recommend it to anyone who wants to write about decaying urban environment.
Yeah, you an use it for just about anything when you think about it!Agreed. With a little finagling most of it is useful for any occult underground game.
Okay, so I've got an oMage character, who is a dual tradition Akashic Sister / Virtual Adept. She's Arete 3, with Sphere at Correspondence 3, Forces 2, Entropy 1, Mind 1. We're planning an ambush for a Technocrat with unknown sphere, but probably has access to some Forces and Time. Last time we met she was throwing 9+ dice at me in close quarters, and has some kind of capture net-thing (Forces?).
I need rotes, spells, enchantments and other things to allow myself to stand toe-to-toe with this person in close quarters and beat the snot out of them. I do not need people telling me that I probably shouldn't, because I've already figured that out, thanks.