vicky_molokh
Posthuman spidery thingy.
- Location
- Kyïv, Ukraine
My former Exalted GM (who ended the Exalted campaign for complicated reasons) is loading up on Mage lore to run an MtA campaign. To my surprise (given the very negative review by @Eukie), he found M20 to be reasonably helpful for getting reacquainted with the game line (he tried Mage a long long time ago before), at least lore-wise. I skimmed the book mostly for mechanics, found the mechanics rather horribly vague most of the time, told him about it, and he sorta swayed towards just using the Revised corebook with whatever edition Book of Shadows is for Merits and Flaws.
The campaign is being set in 1920s New York, which means that some extra research is necessary (e.g. Virtual Adepts apparently didn't join the Traditions yet), with minor to moderate canonadjustments in order to create a situation closer to a cold war rather than a hot one in the city. Either way, are there any books that can give more insight into the default state of the WoD during those years and that region?
Another question is regarding the role of Quintessence and the Avatar Background: I noticed some opinions on the Internet that starting out with Avatar 3-5 is absolutely necessary. I realize that Quintessence can provide a difficulty reduction and is required for creating Patterns from nothing, but am I missing something else very important about it? The only other application I remember from back in the day when I played Mage was that one of our PCs threw (highly vulgar, but aggravated) Prime Bolts. But I'm not planning to make any Patterns from nothing (not that kind of Sphere choice), and IME the difficulty reduction is too small a benefit given the fact that it takes weeks to restore Quintessence and given the fact that there are lots and lots of castings on a typical in-game day (it's nice, it's just not worth the huge cost). I seem to have a vague recollection of offsetting Paradox, but again, that seems like just too high a price against a few dice of (usually bashing) damage. (Note: the GM is planning to use the rule that there's only a 10% chance that a botch doesn't cause a backlashes; in the other 90% of botches, it discharges partially or fully). What am I forgetting/missing?
The campaign is being set in 1920s New York, which means that some extra research is necessary (e.g. Virtual Adepts apparently didn't join the Traditions yet), with minor to moderate canonadjustments in order to create a situation closer to a cold war rather than a hot one in the city. Either way, are there any books that can give more insight into the default state of the WoD during those years and that region?
Another question is regarding the role of Quintessence and the Avatar Background: I noticed some opinions on the Internet that starting out with Avatar 3-5 is absolutely necessary. I realize that Quintessence can provide a difficulty reduction and is required for creating Patterns from nothing, but am I missing something else very important about it? The only other application I remember from back in the day when I played Mage was that one of our PCs threw (highly vulgar, but aggravated) Prime Bolts. But I'm not planning to make any Patterns from nothing (not that kind of Sphere choice), and IME the difficulty reduction is too small a benefit given the fact that it takes weeks to restore Quintessence and given the fact that there are lots and lots of castings on a typical in-game day (it's nice, it's just not worth the huge cost). I seem to have a vague recollection of offsetting Paradox, but again, that seems like just too high a price against a few dice of (usually bashing) damage. (Note: the GM is planning to use the rule that there's only a 10% chance that a botch doesn't cause a backlashes; in the other 90% of botches, it discharges partially or fully). What am I forgetting/missing?