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Joe Slowboat
Nov 9, 2016

Higgledy-Piggledy Whale Statements



I Am Just a Box posted:

My "favorite" layout decision is that the Antagonists chapter opens with a section on Amkhata, which are a new type of ephemeral entity. Then it introduces the actual rules for ephemeral entities, presenting ghosts and shades. Then, in the middle of the chapter on Storytelling, there's a sidebar introducing the rules for fiends, which are a fourth type of ephemeral entity.

They also sure gave 2e mummies four distinct types of unique supporting characters/lesser templates (witness, invested, sadikh, immortal), some of which can be stacked on top of one another, and one of which is subdivided into at least four separate subtemplates.

I'll be honest this sounds in desperate need of a F&F but I don't have the strength of will to read Mummy 2e. My mind is not prepared for nonlinear temporality in TTRPG rules writing.

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MonsieurChoc
Oct 12, 2013

Every species can smell its own extinction.

Joe Slowboat posted:

I'll be honest this sounds in desperate need of a F&F but I don't have the strength of will to read Mummy 2e. My mind is not prepared for nonlinear temporality in TTRPG rules writing.

I'm like a zillion pages behind on F&F so maybe it got reviewed already.

Kavak
Aug 23, 2009


MonsieurChoc posted:

I'm like a zillion pages behind on F&F so maybe it got reviewed already.

According to the archive, Daeren tried and quit 4 years ago, nothing since.

Joe Slowboat
Nov 9, 2016

Higgledy-Piggledy Whale Statements



Kavak posted:

According to the archive, Daeren tried and quit 4 years ago, nothing since.

This is our curse
we must RETURN THE SLAB

Vitamin P
Nov 19, 2013

Truth is game rigging is more difficult than it looks pls stay ded

Loren posted:

I did this write up as an introduction to the Chronicle I'm preparing to run with 4-5 players starting at the end of the month. If anyone cares to read it and give me some feedback I would sincerely appreciate it.

1970’s Prelude: A coterie of 9-10th generation kindred in service to the Prince of Cleveland function as fixers, enforcers, and managers across Northeast Ohio.
The coterie manages and controls organized crime, unions, local governments, and keeps the peace in the Prince’s domain. At a glance, the coterie is made up of wiseguys, union bosses, businesspeople, scholars, and political machine puppetmasters. This is a time of prosperity, security, and growth for kindred and kine in the region.

However, around 1973, pressure begins to mount on the Prince of Cleveland. The Sabbat make forays into the territory from Canada. Rival Princes in Detroit, Buffalo, Pittsburgh, and Chicago begin to make moves on the outskirts of the region.

The lupines in Cuyahoga Valley National Forest become enraged due to industrial expansion and the intense pollution of the Cuyahoga river. Their attacks become more frequent and unpredictable.

The Giovanni begin to infiltrate and hollow out the established organized crime families in the region. Coupled with an increased law enforcement effort from the FBI, the power of organized crime(and therefore the Prince) begins to wane. It is suspected that someone in the local Giovanni families is feeding information to mortal law enforcement about kindred holdings- possibly breaching the Masquerade in doing so.

Echoes of the social turmoil of the late sixties is still being felt in Northeast Ohio. The counter-culture movement brings with it new ideas and a wave of anarchs and caitiff.

During August of 1973, all members of the coterie respond to a summons from the Prince and meet him for Elysium in Cleveland. The assembled Camarilla leadership has gathered to discuss a response to the variety of threats facing the domain, but a massive and unexpected Sabbat raid disrupts the proceedings. Using a nearby anti-war demonstration as cover, a war party of 30 Sabbat flood into the Union Hall following the simultaneous detonation of firebombs at most of the exits of the building. In the ensuing chaos, kindred on both sides frenzy or succumb to Rötschreck. Many of the Sabbat seem surprised by the fire bombs, indicating that this is less of a takeover and more of a suicide attack. Of the 75 Camarilla in attendance, approximately half of them suffer the final death within the first half an hour of confused fighting. The coterie and the Sheriff fight heroically. Realizing the stakes at play, the coterie expend a tremendous amount of vitae in combat. Ultimately, they escort the Prince and 36 VIP’s to a nearby safehouse before themselves dropping into torpor.

In the aftermath of the attack, the local Camarilla were able to stabilize the situation somewhat. The Sabbat packs operating secretly within the city were rooted out and destroyed with help from neighboring Princes. In order to maintain control of the region, the Prince of Cleveland was required to call in numerous favors from the Princes of Detroit and Pittsburgh. At a great cost to the Ventrue Prince’s dignitas, the Prince was able to display a strong enough show of force to deter any Sabbat incursions in the short term. By 1975, the Sabbat had shifted their attention to conflicts in NYC and Chicago. Despite this, the many other problems in the Prince’s domain persisted.

Over the next 45 years, the Prince’s domain falls into disrepair and disorder. “Rust Belt Decay” descends upon Northeast Ohio and the Prince’s holdings are not spared. Wealth and influence steadily drain from the fiefdom year after year. The neighboring Princedoms encroach and call in favors, taking territory bit by bit. Toledo changes hands in the 90’s when the Prince of Detroit “takes it under his protection.” The Prince of Cleveland grits his teeth as he watches his holdings vanish gradually.

By 2020, the Covid 19 Pandemic has pushed the Prince to a breaking point. The region is starved of wealth and vitae. The closure of public spaces and the implementation of public health protocols has made unlife even more difficult for the kindred in Northeast Ohio.

The security situation has deteriorated even further. Cleveland is barely secure, with many kindred in the suburbs blatantly flaunting their Anarch allegiance. The Sheriff is constantly putting out fires on a night-to-night basis. The Lupines make travel between Cleveland, Akron, and Youngstown difficult- brazenly ambushing emissaries of the Prince whenever they stray too close to their territory. The Sabbat launch sporadic raids and have been rumored to have established lairs within the limits of Cleveland itself.

As one of the conditions of a truce agreed upon with all of the neighboring Princes during the early 2000’s, the coterie have been kept in torpor indefinitely since 1973. Now, the desperate Prince has secretly broken this pact and roused all members of the coterie and granted them permission to sire a fledgling and mentor them in the ways of kindred, forming a successor coterie. The breaking of this pact will surely lead to consequences if discovered, so their mobility is heavily limited. Ever ambitious, even when on the backfoot, the Prince’s aim is to stabilize the situation and retake lost holdings.

It is the Springtime of 2021. Unknown to you, you have been stalked and observed for some time by one of the members of this storied coterie. Due to a combination of your skills and background, you have been selected as a suitable candidate to join the ranks of the Cainites. After a mere week of being mentored by your sire in secret, you are summoned by the Prince himself on urgent business..

It's good but from a player perspective it might work better to only send the very last paragraph. The deep-lore historical setting stuff isn't terribly relevant to a new character and also that lore could be really interesting if it was learned in-game! Especially if learning the setting lore is also giving the players context to understand/act on a current plot point better than they would otherwise.

Unless the characters were all vamped by 1975 just drop the history from the intro, it's not relevant, do the intro as thematic/narrative/cool like your last paragraph is, highlight themes you think would be good but let them learn the secret histories in-character.

Loren
Nov 9, 2005
Master of Chaos

Vitamin P posted:

It's good but from a player perspective it might work better to only send the very last paragraph. The deep-lore historical setting stuff isn't terribly relevant to a new character and also that lore could be really interesting if it was learned in-game! Especially if learning the setting lore is also giving the players context to understand/act on a current plot point better than they would otherwise.

Unless the characters were all vamped by 1975 just drop the history from the intro, it's not relevant, do the intro as thematic/narrative/cool like your last paragraph is, highlight themes you think would be good but let them learn the secret histories in-character.

That's a great point! I wrote this mainly as a 'proof of concept' for the game. I can write up a separate one for the players themselves so that they uncover the sordid history of the Prince of Cleveland's domain.

The idea of a down on his luck schlub of a Ventrue Prince who has called in every boon he was owed, pawned away all his items of significance, and has a very tenuous grasp on the region is really amusing to me. It also kind of fits with our regional sensibility in Northeast Ohio. The players are expecting Prince Lacroix but instead they are gonna get Paul Giamatti. It's a great excuse for a bunch of neonates to be sent out to deal with a bunch of bullshit and get in way over their heads.

Their sires will be in hiding and spending their time learning how to use computers but maybe occasionally popping in to save the night, tell the kids good job, or disapprove of the way that they are conducting themselves.

Something I'm struggling to decide on is how I'm going to portray+handle the werewolves. My understanding is that combat between werewolves and vampires favors Werewolves so heavily that it shouldn't even be on the table(especially for neonates). In that case, is it possible for a coterie of vampires to negotiate with a pack of werewolves? I have an idea for a story involving the Teamster's union and truckers+semi trucks being attacked by werewolves at night but I don't know how the players could reasonably solve that problem. My current answer is that it IS impossible for them to deal with and the best option is to get the truckers to change their route, distract the woofs by burning a forest down somewhere else, or simply giving up on the problem as a waste of time.

Soonmot
Dec 19, 2002

Entrapta fucking loves robots




Grimey Drawer
yeah since you stuck with WoD over CoD, vamps stink of the wyrm and are more or less kill on sight, except for some of the glasswalkers. Doesn't mean you can't fudge things around though.

joylessdivision
Jun 15, 2013



Loren posted:

That's a great point! I wrote this mainly as a 'proof of concept' for the game. I can write up a separate one for the players themselves so that they uncover the sordid history of the Prince of Cleveland's domain.

The idea of a down on his luck schlub of a Ventrue Prince who has called in every boon he was owed, pawned away all his items of significance, and has a very tenuous grasp on the region is really amusing to me. It also kind of fits with our regional sensibility in Northeast Ohio. The players are expecting Prince Lacroix but instead they are gonna get Paul Giamatti. It's a great excuse for a bunch of neonates to be sent out to deal with a bunch of bullshit and get in way over their heads.

Their sires will be in hiding and spending their time learning how to use computers but maybe occasionally popping in to save the night, tell the kids good job, or disapprove of the way that they are conducting themselves.

Something I'm struggling to decide on is how I'm going to portray+handle the werewolves. My understanding is that combat between werewolves and vampires favors Werewolves so heavily that it shouldn't even be on the table(especially for neonates). In that case, is it possible for a coterie of vampires to negotiate with a pack of werewolves? I have an idea for a story involving the Teamster's union and truckers+semi trucks being attacked by werewolves at night but I don't know how the players could reasonably solve that problem. My current answer is that it IS impossible for them to deal with and the best option is to get the truckers to change their route, distract the woofs by burning a forest down somewhere else, or simply giving up on the problem as a waste of time.

You're the storyteller, the werewolves don't have to go murder crazy on the Coterie. Maybe one of their sires did a solid for the pack back in the day leading to some tenuous peace.

Or maybe the wolves have more important poo poo their worrying about then a group of neonates asking them to kindly stop loving with truckers.

Setting a fire to distract them sounds like a great way to send a pack of pissed off death machines storming into the city to rip poo poo up. Which would be hilarious and definitely make for an interesting game considering the rest of the drama swirling around.

I'd say you don't need the wolves to be "Murder every vamp on sight" if you want them to be part of the story early on. Also remember the players will probably come up with some bonkers plan that you couldn't have prepared.

I'd suggest maybe have an NPC warn the group that wolves are you know, loving dangerous, but since the game is taking place in current day, you can absolutely mess around with what the wolves in the area are doing and why.

If you're using 5th ed Masquerade meta with the Inquisition and such, take into consideration that the Inquisition is *probably* aware of the wolves or maybe they aren't. Hell, a common enemy might be enough to squeak out a truce between the tribe and the Coterie.

Loren
Nov 9, 2005
Master of Chaos

joylessdivision posted:

You're the storyteller, the werewolves don't have to go murder crazy on the Coterie. Maybe one of their sires did a solid for the pack back in the day leading to some tenuous peace.

Or maybe the wolves have more important poo poo their worrying about then a group of neonates asking them to kindly stop loving with truckers.

Setting a fire to distract them sounds like a great way to send a pack of pissed off death machines storming into the city to rip poo poo up. Which would be hilarious and definitely make for an interesting game considering the rest of the drama swirling around.

I'd say you don't need the wolves to be "Murder every vamp on sight" if you want them to be part of the story early on. Also remember the players will probably come up with some bonkers plan that you couldn't have prepared.

I'd suggest maybe have an NPC warn the group that wolves are you know, loving dangerous, but since the game is taking place in current day, you can absolutely mess around with what the wolves in the area are doing and why.

If you're using 5th ed Masquerade meta with the Inquisition and such, take into consideration that the Inquisition is *probably* aware of the wolves or maybe they aren't. Hell, a common enemy might be enough to squeak out a truce between the tribe and the Coterie.

These are great ideas. Thanks! I love the idea about working with the garou against the second inquisition. A major theme in what I've got so far is, "we're a lovely podunk domain suffering from rust belt decay even during normal times, but right now everyone is hurting so we have to work with entities we normally wouldn't tolerate or try to approach.

Northeast Ohio is the kind of place where a small rogue Sabbat pack living out their Lost Boys fantasies in a semi rural town is pretty plausible. Getting tipped off to this by one of the more conservative Sabbat factions and then acting as a cleanup crew in exchange for some other group of Sabbat relocating their hosed-upittude into another Prince's domain is something that I could present my players with.

I also appreciate the person who reminded me that my players will likely come up with some batshit plan of their own so preparing for likely outcomes might be a waste of time.

citybeatnik
Mar 1, 2013

You Are All
WEIRDOS




Soonmot posted:

yeah since you stuck with WoD over CoD, vamps stink of the wyrm and are more or less kill on sight, except for some of the glasswalkers. Doesn't mean you can't fudge things around though.

Most bone gnawers also don't give a poo poo up until you 1) gently caress with their kinfolk, 2) gently caress with the disenfranchised, or 3) get within spitting distance of a caern.

joylessdivision
Jun 15, 2013



Loren posted:

These are great ideas. Thanks! I love the idea about working with the garou against the second inquisition. A major theme in what I've got so far is, "we're a lovely podunk domain suffering from rust belt decay even during normal times, but right now everyone is hurting so we have to work with entities we normally wouldn't tolerate or try to approach.

Northeast Ohio is the kind of place where a small rogue Sabbat pack living out their Lost Boys fantasies in a semi rural town is pretty plausible. Getting tipped off to this by one of the more conservative Sabbat factions and then acting as a cleanup crew in exchange for some other group of Sabbat relocating their hosed-upittude into another Prince's domain is something that I could present my players with.

I also appreciate the person who reminded me that my players will likely come up with some batshit plan of their own so preparing for likely outcomes might be a waste of time.

Glad to offer some ideas! Your game actually sounds like it has a pretty interesting backdrop for basically any and all crazy poo poo you may want to throw into it.

My rule when running a game is figuring out which bits of metaplot to acknowledge or ignore and then build from there. Especially running WoD it's baked in that there's a whole bunch of creepy poo poo lurking in the dark, who says every splat has to be 1:1 to how they appear in their own games?

Basically the Golden Rule of keep the poo poo that works, chuck what doesn't, and mix and match as needed to make the best story possible.

Misandry Cannon
Mar 7, 2012
hey wodchat. im going to be running a geist 2e game for some friends. ive never run geist or any nwod/cod game before. and on top of that im a relatively inexperienced gm.


any pointers for a newbie for the core system or geist?

Roadie
Jun 30, 2013

Misandry Cannon posted:

hey wodchat. im going to be running a geist 2e game for some friends. ive never run geist or any nwod/cod game before. and on top of that im a relatively inexperienced gm.


any pointers for a newbie for the core system or geist?

Make reference cards for all the Geist-specific conditions and a handout version of that one flowchart that outlines the progression between them. It's stupid complex because somebody in the dev process decided to staple all the ghost stuff to conditions even though it doesn't fit the point of what conditions are for at all.

Soonmot
Dec 19, 2002

Entrapta fucking loves robots




Grimey Drawer

Roadie posted:

Make reference cards for all the Geist-specific conditions and a handout version of that one flowchart that outlines the progression between them. It's stupid complex because somebody in the dev process decided to staple all the ghost stuff to conditions even though it doesn't fit the point of what conditions are for at all.

This is the most important thing!

Kurieg
Jul 19, 2012

RIP Lutri: 5/19/20-4/2/20
:blizz::gamefreak:
Don't forget that all of your powers are also conditions.

Tulip
Jun 3, 2008

yeah thats pretty good


Misandry Cannon posted:

hey wodchat. im going to be running a geist 2e game for some friends. ive never run geist or any nwod/cod game before. and on top of that im a relatively inexperienced gm.


any pointers for a newbie for the core system or geist?

Never done geist but have done a ton of COD -

Combat is more lethal than you expect

Keep an open mind about your plot - your players are very liable to go off the rails and it's best to try to roll with what they think is going on than to deflate them

The experience system is contentious as hell, I think nearly everybody here uses some sort of homemade fix for it because by default it's incredibly slow to progress. Think about it and talk about it with your players

Figure out early on what level of horror your table is comfortable with. The system can get incredibly dark if one of your players is willing to push it in that direction, which can very easily make everyone else at the table uncomfortable.

Put some thought into which other supernaturals are 'canon' to the campaign. I don't know Geist for poo poo but Promethean explicitly expects at least one other supernatural to exist, and having "all of them" is really too much to keep track of.

Don't make people roll if there's no interesting consequence to failure. It utterly sucks the joy out of a game to get stonewalled by failed investigations, or have rolls that have the same result from success or failure.

Soonmot
Dec 19, 2002

Entrapta fucking loves robots




Grimey Drawer

Tulip posted:



Put some thought into which other supernaturals are 'canon' to the campaign. I don't know Geist for poo poo but Promethean explicitly expects at least one other supernatural to exist, and having "all of them" is really too much to keep track of.



This is another good one, Geist doesn't really require the other splats to be prevalent and stuff like Demons, Changelings, or Prometheans can be a big distraction that doesn't really tie into what the game is about. Of the big three, Vampires, Werewolves, and Mages, vamps make the most sense to have around. The political intrigues that make the living world a corrupt mess that mirrors the underworld. Immortal puppet masters who will murder with ease can spawn plenty of ghosts. Werewolves don't really cross over, but they kind of mirror geists only with spirits instead of ghosts and may be fun to mix it up. Mages are a headache if you're going to run them as a full splat, but if you streamline them into weirdos who see and know things and can make strange things happen, they work pretty well.

Ferrinus
Jun 19, 2003

i'm finding this quite easy, i guess in part because i'm a fast type but also because i have a coherent mental model of the world
I'm reading Mariame Kaba's We Do This Til We Free Us and tripped right over a familiar Beast: the Primordial sample PC:

Tulip
Jun 3, 2008

yeah thats pretty good


In defense of Prometheans, "growth" and "death" are basically its two largest themes. In not-defense Prometheans are very good at sticking to their own stuff and once the Promethean antagonists start coming into play, they rapidly spiral because Alchemists and Pandorans just introduce so much bullshit. Changelings are very compelling at a base level so if the campaign specifically touches on their themes that's cool. Demons, probably a low pick.

Mage as a rulebook is at least as much a headache as any other 3 combined so yeah unless you want to use them in a role that's probably more like Alchemists or just "eccentric powerful mortals," they'd be only slightly ahead of Mummy and Beast.

(Kinda tangential but my running belief is that Mages as PCs can interact meaningfully with basically every other splat, but it's not very reciprocal and they don't add a lot as NPCs)

Jhet
Jun 3, 2013

Tulip posted:

(Kinda tangential but my running belief is that Mages as PCs can interact meaningfully with basically every other splat, but it's not very reciprocal and they don't add a lot as NPCs)

This is the correct decision. Mages love sticking their noses where they don't belong*, but that's most useful as an antagonist or when you're playing mage instead. If I were playing Geist though I'd want to interact with the underworld and ghosts and dead things. Vampires maybe, but there'd need to be a good reason for the distraction.



*Relative to if you're a mage or not.

Dawgstar
Jul 15, 2017

Soonmot posted:

This is another good one, Geist doesn't really require the other splats to be prevalent and stuff like Demons, Changelings, or Prometheans can be a big distraction that doesn't really tie into what the game is about. Of the big three, Vampires, Werewolves, and Mages, vamps make the most sense to have around. The political intrigues that make the living world a corrupt mess that mirrors the underworld. Immortal puppet masters who will murder with ease can spawn plenty of ghosts. Werewolves don't really cross over, but they kind of mirror geists only with spirits instead of ghosts and may be fun to mix it up. Mages are a headache if you're going to run them as a full splat, but if you streamline them into weirdos who see and know things and can make strange things happen, they work pretty well.

It would be kind of fun to swat down a mage who is trying something like, "But Moooooom, I'm trying to build a ghost army!"

Misandry Cannon
Mar 7, 2012

Roadie posted:

Make reference cards for all the Geist-specific conditions and a handout version of that one flowchart that outlines the progression between them. It's stupid complex because somebody in the dev process decided to staple all the ghost stuff to conditions even though it doesn't fit the point of what conditions are for at all.

oh that sounds like it could get messy very quickly without knowing that.


Tulip posted:

Never done geist but have done a ton of COD -

Combat is more lethal than you expect

Keep an open mind about your plot - your players are very liable to go off the rails and it's best to try to roll with what they think is going on than to deflate them

The experience system is contentious as hell, I think nearly everybody here uses some sort of homemade fix for it because by default it's incredibly slow to progress. Think about it and talk about it with your players

Figure out early on what level of horror your table is comfortable with. The system can get incredibly dark if one of your players is willing to push it in that direction, which can very easily make everyone else at the table uncomfortable.

Put some thought into which other supernaturals are 'canon' to the campaign. I don't know Geist for poo poo but Promethean explicitly expects at least one other supernatural to exist, and having "all of them" is really too much to keep track of.

Don't make people roll if there's no interesting consequence to failure. It utterly sucks the joy out of a game to get stonewalled by failed investigations, or have rolls that have the same result from success or failure.


the integration of other supernaturals is something i was considering at least for flavor, but i dont know what the "power rankings" are to speak of so i dont know if any would generate much of a threat. in 1e i know that sin eaters were very broken so id need to get a better consensus on that in case the players actually get into an adversarial encounter with them.

Tulip
Jun 3, 2008

yeah thats pretty good


In COD the power curve across supernaturals is relatively flat. Which isn't saying a ton, pretty much any of them can drop you straight from full to incapacitated with just mild combat capability if they get the drop on you. Go with your gut on whichever ones you think would add something to the campaign, just with the awareness that you're not really committed until one becomes an NPC that players think about, but once that happens they're going to get integrated into most player's notions of the campaign pretty fast.

Omnicrom
Aug 3, 2007
Snorlax Afficionado


Misandry Cannon posted:

the integration of other supernaturals is something i was considering at least for flavor, but i dont know what the "power rankings" are to speak of so i dont know if any would generate much of a threat. in 1e i know that sin eaters were very broken so id need to get a better consensus on that in case the players actually get into an adversarial encounter with them.

You should at minimum double check the "things everyone can do" from the OP for a listing of the baseline powers of every supernatural if you're mulling over which other ones to include. Even if you don't use a supernatural, it's somewhat helpful to have a baseline of comparison for what other supernaturals can theoretically do by default just to get a little sense of the style of the world. And since you're playing Geist as a newcomer with newcomers having a list of baseline universal powers is just handy in terms of reference material. Often if players are at an impasse over what to do in your game having a list of stuff they can definitely just do on hand can help provide inspiration for them.

Also, remember that you can shuffle things around if need be in your campaign when it comes to other supernaturals. If you want to say that Vampires in your game are allergic to silver or can be distracted with apple seeds then go right ahead. That's not in their book, but who cares? You're not playing Vampire, you're playing Geist.

Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.
Yeah even if you include other supernaturals in your campaign, you'd want to use simplified rules for them instead of digging up the ludicrously complex rules for another class of PCs and trying to juggle those along with everything else you're doing as a GM.

Charlz Guybon
Nov 16, 2010

Kavak posted:

Mage the Ascension Victorian Sourcebook up on Indiegogo

I thought 20th Anniversary stuff was stopped because of 5th Edition. Does this mean there's no M5?

Literally thinking the title of this thread. Where is all the mage chat? Where all those posters purged?

I haven't been in this thread in a year or two, but it used to be wall to wall mage chat, and this news barely got a peep out of people.

Charlz Guybon fucked around with this message at 02:36 on Apr 27, 2021

Joe Slowboat
Nov 9, 2016

Higgledy-Piggledy Whale Statements



Is anyone here particular enthused for Victorian Mage?
Wasn't there also going to be a Mage the Ascension: Extremely Rich Wizards sourcebook? I can't imagine too many people are excited for that, either. So maybe it's just not the corner of Mage that gets chat.

Charlz Guybon
Nov 16, 2010

Joe Slowboat posted:

Is anyone here particular enthused for Victorian Mage?
Wasn't there also going to be a Mage the Ascension: Extremely Rich Wizards sourcebook? I can't imagine too many people are excited for that, either. So maybe it's just not the corner of Mage that gets chat.

Maybe it's just the places I post at, but people seem more into it than regular Mage?

Frankly, the Victorian era is a better setting for Mage and Vampire.

Yeah, haven't seen much interest in the latter.

Nessus
Dec 22, 2003

After a Speaker vote, you may be entitled to a valuable coupon or voucher!



Joe Slowboat posted:

Is anyone here particular enthused for Victorian Mage?
Wasn't there also going to be a Mage the Ascension: Extremely Rich Wizards sourcebook? I can't imagine too many people are excited for that, either. So maybe it's just not the corner of Mage that gets chat.
I don't care about Victorian Mage, but I think it makes sense as to why it would be appealing, even leaving aside the Zeroth Law of "ooh! cool clothes!" -- you have the appeal of steampunk poo poo to that crew, and you have "it's basically modern, in that you can do many of the things you could think of doing in the modern day (or invent the Intercontinential Cellulose Telephone as an act of Magick), but it's also slow enough to add tension, and you could in principle avert the various horrors of the 20th and 21st centuries."

As for the very rich wizards, do you mean the Syndicate? (I recently read their Revised book and when I realized that, first, they were actually supposed to be True Believers in this poo poo, and second, apparently they can literally create physical matter out of bitcoins or some poo poo, they became far weirder than just "Capitalism! The Technocracy club.")

Charlz Guybon
Nov 16, 2010

Nessus posted:

I don't care about Victorian Mage, but I think it makes sense as to why it would be appealing, even leaving aside the Zeroth Law of "ooh! cool clothes!" -- you have the appeal of steampunk poo poo to that crew, and you have "it's basically modern, in that you can do many of the things you could think of doing in the modern day (or invent the Intercontinential Cellulose Telephone as an act of Magick), but it's also slow enough to add tension, and you could in principle avert the various horrors of the 20th and 21st centuries."


Original gothic horror, steampunk, political, labor and industrial revolutions, utopian movements, imperialism, war, genocide, foundational civil rights movements...there is just so much you can get involved with during the long 19th century. Try to stop it. Trying to take advantage of it. Just trying to survive it.

Also, a lot more opportunity for different reality zones and public use of magic

Charlz Guybon fucked around with this message at 11:10 on Apr 26, 2021

Strange Cares
Nov 22, 2007



Joe Slowboat posted:

Is anyone here particular enthused for Victorian Mage?
Wasn't there also going to be a Mage the Ascension: Extremely Rich Wizards sourcebook? I can't imagine too many people are excited for that, either. So maybe it's just not the corner of Mage that gets chat.

I would play a game where some mages are trying to overthrow the East India Trading Company.
From the looks of the kickstarter ad, the writers are at least aware of the tremendous atrocities of the era, so I'm hoping that play will be focused on the horrors that were unleashed by man's inhumanity to man and how to stop them, and not "haha look I'm rich and exploit workers"

Strange Cares fucked around with this message at 14:41 on Apr 26, 2021

Charlz Guybon
Nov 16, 2010

Strange Cares posted:

I would play a game where some mages are trying to overthrow the East India Trading Company.
From the looks of the kickstarter ad, the writers are at least aware of the tremendous atrocities of the era, so I'm hopeing that play will be focused on the horrors that were unleashed by man's inhumanity to man and how to stop them, and not "haha look I'm rich and exploit workers"

Well, unfortunately the Order of Reason/Techocracy remain a playable faction.

pospysyl
Nov 10, 2012



Charlz Guybon posted:

Well, unfortunately the Order of Reason/Techocracy remain a playable faction.

Here's how it's handled:

quote:

Are We The Baddies?

Yes.

There, we said it.

The Order of Reason supports and is complicit in the advance of imperialism across the globe, shackling and exploiting countless people for the sake of an elite few and a grand vision of empire. Under the auspices of the Order occur innumerable atrocities, slavery, and brutal conquest. Some Luminaries believe in the supposed higher goals of the Order but for plenty of magi, the brutality and conquest is the point.

Even among those magi who hold to lofty ideals of enlightening all of humanity, when presented with the monstrous evidence of what Order-backed imperialism looks like, they often choose to ignore it. It’s inconvenient to be faced with the truth about what most of humanity goes through while ground beneath the boot-heel of empire, and Order magi have the privilege to do what so many Sleepers cannot — pretend it isn’t happening. Many idealist Luminaries are cosseted dreamers, willingly blind to the price that others must pay on their behalf.

You can play Order of Reason magi who are genuinely good people and who will really fight for humanity rather than trying to shackle and choke it beneath an oppressive regime; but the Order fights against those tendencies. Ultimately, a chronicle featuring Luminary player characters is likely to be either the darkest kind of horror, witnessing the ravenous machine of imperialism from within, or a story of breaking loose from the Order’s authority and rebelling against its monstrous excesses.

But make no excuses for the fundamental nature of what the Order of Reason is doing in this age.

I do wonder whether this sidebar will make it to the final print version.

Joe Slowboat
Nov 9, 2016

Higgledy-Piggledy Whale Statements



I meant this one:

quote:

Rich Bastard’s Guide to Magick: A Mage 20th Anniversary Edition sourcebook that expands on the mystique of the elite with an exploration of how the REAL movers and shakers operate when you throw magick into their world as well. Mansions, high-ticket toys, expanded Backgrounds for wealthy wizards, Technocrats, and other high-resource types. 120 pages. PDF/PoD.

Kavak
Aug 23, 2009


pospysyl posted:

I do wonder whether this sidebar will make it to the final print version.

Hopefully it does. Lore-wise, why does the Order of Reason go from "Let's protect mankind as a whole from wizards, who have no sense of right and wrong" to "Haha Irish peasant stomach goes grrrrr"?

Joe Slowboat
Nov 9, 2016

Higgledy-Piggledy Whale Statements



Kavak posted:

Hopefully it does. Lore-wise, why does the Order of Reason go from "Let's protect mankind as a whole from wizards, who have no sense of right and wrong" to "Haha Irish peasant stomach goes grrrrr"?

Because they invented 'ideological conformity and paradigmatic standardization' as the tool to control wizards, and also they are The Enlightenment, with all the rationalizing philosophy and straightforward imperialism that the European Enlightenment philosophers themselves engaged in as part of the critique that is the dialectic of Enlightenment.

And, like the historical Enlightenment, the high goals have become a shibboleth invoked by people who absolutely disdain to apply the self-critique and desire for change that characterized the Enlightenment. There doesn't have to be a secret lore reason, it's the same historical reason people writing about "We believe that all men are created equal" also owned slaves.

Blockhouse
Sep 7, 2014

You Win!
Once you convince yourself that you personally know what's best for humanity it's really easy to give yourself a pass on basically anything.

Rand Brittain
Mar 25, 2013

"Go on until you're stopped."
The Order of Reason was originally the coming-together of a bunch of diverse magic-users with very different abilities and political views, from the working-class, extremely leftist Craftmasons to the neutral Celestial Explorers to the extremely rich High Guild and the religious Cabal of Pure Thought.

Eventually the High Guild and the Cabal of Pure thought, who were a bunch of real bastards, got into position to shank the Craftmasons, and did.

Anyway, just got the backer PDF of Technocracy Reloaded, which sadly took the cowardly route and does not call out the modern Technocracy as the villain, unless they seriously changed things.

Kavak
Aug 23, 2009


Blockhouse posted:

Once you convince yourself that you personally know what's best for humanity it's really easy to give yourself a pass on basically anything.

That makes sense. The Banishers are right, aren't they?

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Ferrinus
Jun 19, 2003

i'm finding this quite easy, i guess in part because i'm a fast type but also because i have a coherent mental model of the world
It's not about "thinking you know best" or whatever, it's about the material basis of your power. The Order of Reason could only prosper insofar as capital did, and capital has certain appetites.

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