I been lurking this thread and just a question, what is the best way to actually get into Mage line World of Darkness games?
I'd say M20 but with the caveat that wasn't really designed as book for newcomers, it was more intended for old fans. However it does improve on some aspects of the game and its mechanics. In particular I love how they've changed up Foci and Paradigm.
Also it is a near 700 page book so it can be daunting to someone new.
I'd say get M20 and the free
M20 Quickstart PDF. Read the latter first as it is much, much smaller and focuses on the basics of the game and its systems making it much easier to digest. After that you can move on to the behemoth of the M20 Rulebook.
From there it really depends on where you want to explore. MtAs has plenty to offer and there's more material in the pipeline. Though I would say that
M20 How Do You Do That? is worth taking a look at.
I think you might be mistaking me here though. I'm not saying all technocrats are evil. I'm saying that in general the technocracy works better as antagonists. As avatars of the twisted system that you, as young mages, need to tear down, and ones that manifest the sins of society. From that point of view, the guys at the top being a bunch of old imperialists is actually pretty cool.
While I don't hold that the Union works better as antagonists, I will say that when I do use them as antagonists I much prefer the more nuanced Union of later Editions, where they aren't jack-booted thought police bent on crushing wonder and imagination and imposing control and stasis on the world. There are times when you want enemies that are monstrous and alien to contend with and while there are times and situations that the Union can play that role
but to me the Technocracy is at their best as villains when you can understand them, when you can relate to them and ultimately realize just far they have risen and fallen from their origins as the Order of Reason. It makes the Union both horrifying and tragic. Their ambition and success has pulled them from their noble ideals, twisting the OoR into the soulless monolith of the Union. As I expressed before, the OoR's Body and Mind, the High Guild and Cabal of Pure Thought, murdered their noble Spirit, the Craftmasons, as that corruption set in within the OoR.
Sure there are those within the Union that are striving to cut out the rot, mend the damage and try to steer the Union back towards the ideals and goals they had been founded on but they are few, working inside a vast, crumbling monolith.
Worse, they could be what the Traditions could have become if their positions had been reversed, with the OoR being the desperate underdogs battling a powerful, tyrannical Traditionalist Imperium. Or they could be what the Traditions become if the Union collapsed and they took their place as the top dog of the MtAs world.
As I said, I reject the idea that Mage should have a central antagonist at all--it's contrary to both the postmodern nature of mage and the way actual real life works. As far as I'm concerned it should be moral ambiguity all the way down.
I agree. I've been into MtAs since around 2002. And in all that time I've come to a single conclusion about Willworkers, their beliefs and the world they live in:
Everyone is right, everyone is wrong and Belief is
EVERYTHING.
There is no MtAs group that is completely right or wrong. I've seen here and elsewhere people argue that the Technocracy is wrong because their Masters know that Magic is real while ignoring that the Traditions are just as wrong as them. Every Willworker, regardless of whether they practice Magic, Enlightened Science or whatever they call it, is doing the same thing, bending Reality to their whims. Terms like Magic and Enlightened Science are how they internalize what they are doing. That's why as Willworkers raise their Arete level they start discarding foci, because they start to realize they don't need them, that their beliefs are but a sliver of a greater truth.
Even the Nephandi and their Descent, an inversion of Mages and their Ascension, and Marauders and their maddness are but a part of this. I remember the ending of the first scenario in
Ascension, the book that ended MtAs, which was the one most tied to the metaplot of MtAs ended with
everyone Awakening and each achieving their own interpretation of Ascension. The Nephandi were carried off to the Hells they had always dreamed of, the Marauders became universes, each based on their mad ideas of Reality, every Traditionalist, Technocrat and Craft Mage reached their Enlightenment, Nirvana, Unity, Singularity or whatever they believed in.
All are One yet One is Many.
As far as I'm concerned, my vision of Mage isn't really bound to any one edition--however, I fail to see why the conflict between the Technocracy must be some sort of active war rather than a more subtle conflict, or why the ascension war being a thing needs to make the Technocracy cut and dry antagonists or get rid of all the things revised does well like actually making people believe their paradigm.
Again, something I firmly agree with. Nothing about the Ascension War that dictates that one side has to be wrong and one side has to be right or that one side has to be good, the other evil. Often times it is the shades of grey that are more interesting than the black and white.