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Octavo
Feb 11, 2019





I voted for Mummy (even though I usually run Mage: the Awakening and play Vampire: the Requiem) since it's the game that got me to jump over from classic WoD. It's definitely a mess, but I have played it and it's fun. If I were to give a pitch for Mummy, it would be that it's about the horror of specifically middle management in eldritch stage capitalism. Your millennia-spanning self has a cult to serve you, judges that you serve, and you get summoned back from the Underworld to do the bidding of both.

It plays like inverse D&D. You the immortal lich are usually awakened by pesky adventurers breaking into your tomb, setting off your traps, stealing your treasure, and killing your henchmen. Then you go after them!

One great way to play the game is to have one or two players be the mummies and have everyone else be the obsequious cultists.

The best books for the line are Sothis Ascends (historical settings), Book of the Deceived (truly horrifying antagonists), and Malcolm Sheppard's phenomenal bit of mythcrafting, Dreams of Avarice.

Octavo fucked around with this message at 20:12 on Sep 27, 2019

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Octavo
Feb 11, 2019





This morning, the Deviant kickstarter posted the systems for the all purpose combat power: "Lash" at https://www.kickstarter.com/projects/200664283/deviant-the-renegades-a-tabletop-roleplaying-game/posts/2633815

This is really neat for a few reasons. Usually new powers in a nWoD/CofD game tend to look like reskinned Vampire disciplines (I'm being overbroad here since arcana decidedly don't work like this). They have an description evocative of the source material and narrative effects interwoven with systems. Not Deviant. With this power at least, the systems come first and you build them via a menu to fit your vision of the power. The best part of it all is that it has several completed examples of the power, so players who don't want to tinker with the power menu can just grab one and go.

Octavo
Feb 11, 2019





Loomer posted:

It also bears noting that Brucato is very much stuck in a certain late 80s model of chaos magick kybalion-loving new age neo-hippy dudeguy, and this colours nearly all of his work quite seriously. It's why paradigms in M20 are a total mess,

I thought the focus section of m20 was pretty good. Players choosing a core belief, a set of practices, and a set of instruments was well done.

Now, the How Do You Do That book was the one that finally convinced me to give up on the idea of ever being able to adjudicate sphere magic, and move onto Awakening 2e for good. HDYDT’s awful rules bloat and conflation of paradigm and sphere requirements proved that no one, not even the game’s longest running developer, understands the magic system in Ascension.

Octavo
Feb 11, 2019





Mulva posted:

I've got the broken down player thing where I can't meaningfully differentiate bad and worse versions of old Mage rules.

Oh yeah, me too. I once drew out comparisons between each editio’ns sphere rules and not only are fundamental problems never really solved, but each edition also introduces new problems for no good reason. Forex, why on earth does time magic add +3 to the spell difficulty when requiring more successes is how you measure the magnitude of an effect in m20? Why does it take Prime 4 + spell spheres to imbue a talisman that stores a spell and quintessence, while making a talisman that only stores quint (soulgem) also require matter 4?

Mulva posted:

20 was a perfect chance for the streamlining of what the games were about, boosting the strengths and ditching weaknesses. M20 wasn't even more of the same, it was literally the exact same stuff beat for beat from a guy that was behind the curve well before the end of the line. It's impressive how much that book does to make as little change as it does. And the change that it does make is "EVERYTHING IS NEPHANDI! And also I'm getting limp at how much the Traditions are just basic western cultural imperialists and racial caricatures, so I've created a new group that is even MORE outsider and revolutionary!".

And I suppose I should muster some emotion, but all I can think is "Good job buddy, here's a cookie! Go draw in the corner why I see how much work it'd be to ignore all of this.".

It’s frustrating watching the line dev ratify nearly every mistake he made in the 90s. On the Mage podcast, he basically admitted that he hates the Traditions and thinks they’re the real fascists. I really think the only way a future M5 version of the game could be any good is if they replace Brucato with someone like Malcolm Sheppard or Howard Ingram who still thinks the main protagonists really are right to fight the Technocracy.

I’d love to see a version of the game with a lighter magic system, a thinner core, and a really loose hand with canon. Remix the traditions so they really are plausible protagonists and not hackneyed 90s caricatures. Malcolm attempted this a few times on his old blog, I think.

Octavo
Feb 11, 2019





Shrecknet posted:

It still cant be worse than nWoD Mage corebook, which made the baffling decision to have gold text on silver pages so it is literally physically unreadable at any distance

I was so glad when the Mage: the Awakening 2E book came out with both readable ink and readable typefaces.

Octavo
Feb 11, 2019





Chernobyl Peace Prize posted:

So Deviant backers, the Deviations and Scars manuscript went out today (powers and flaws). Question:

Is there any reason at all to take the Inescapable version of Relentless Variation, over Suppressible? Other than from a pure concept perspective, I can't think of any reason why you would ever take "always-on, no matter what, the end" over "trade off for something also bad, to turn it off," ever. The worst-case scenario is you just...don't suppress, in which case you're always-on in practice anyway.

Am I missing something?

I think it's intended to model character concepts like those mutants who lived in the sewer in x-men. While most of the x-men were sexy and had powers they could toggle on and off, the sewer mutants (can't remember their name) tended to have ugly manifested scars with powers they couldn't turn off.

On the other hand, maybe you just don't ever want anyone to be able to take your powers away.

Octavo
Feb 11, 2019





Bosushi! posted:

Question for you Deviant backers with Manuscript Preview access.

As per rules, every Variation needs an equal magnitude Scar entangled to it. It goes on to say that a Scar can entangle multiple variations, but the Scar's Magnitude has to be equal to or greater than the highest Magnitude Variation + number of additional Variations. So a Magnitude 3 Scar could cover two Magnitude 2 Variations or three Magnitude 1 Variations.

In the example Character Generation on pg 9 of Manuscript #2 they present a character with a Magnitude 3 Variation with one Scar Free Dot from their origin (so I assume is counts as Magnitude 2 for Scar purposes), and a Magnitude 2 Variation. As per the rule I just cited above, they should assign a Magnitude 3 Scar to entangle both Variations, but in the example it looks like they just assigned the same Magnitude 2 Scar to each Variation individually?

Am I just misunderstanding something or is the example wrong?

You can entangle multiple variations with one higher magnitude scars, but that's not necessarily the best way to build your character. Maybe you want different, smaller drawbacks to each power. Or maybe you want your scars to have room to grow so you can get free variations. Scars cap out at 5, so if you entangle 3 level 3 variations with a level 5 scar, those variations are not ever getting more powerful (I think.)

Here's a reformatted chart that explains it a bit:

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Octavo fucked around with this message at 03:11 on Oct 3, 2019

Octavo
Feb 11, 2019





Dave Brookshaw posted:

Speaking as someone who literally just announced his retirement as Mage Developer ten minutes ago...

You will never be rich. You will never get the recognition you deserve. The opportunities you get have more to do with who you drink with at conventions than the quality of your work, but you're only as good as your last delivery on those opportunities. You would make more money being the drummer in a pub band, and sell more books if you wrote porn.

But it really is the best feeling in the world when people talk about game worlds you shaped, or you see an Actual Play or a FATAL & Friends of your material.

Do it. Enjoy it.

Your design and your APs are the reason I gave Mage a second look and over the years, I've run it more than any other game. I'll miss your take on Awakening and I hope to see the next game you design. :)

Octavo fucked around with this message at 02:53 on Oct 5, 2019

Octavo
Feb 11, 2019





Edit: redundant post about Mage LA.

Octavo
Feb 11, 2019





https://www.enworld.org/threads/modiphius-to-produce-vampire-the-masquerade-miniatures.668130/

I'm not super into Masquerade, but I love the idea of WoD minis.

Octavo
Feb 11, 2019





joylessdivision posted:

I got the email from Modiphius yesterday and my first thought was "But why?"

I mean like if they look cool and they aren't horribly over priced (which they probably will be) I could see picking up a couple here and there just as a neat collectible to have, but it's going to depend heavily on the price point and how they are sold (singles vs packs)

I know this is fairly heterodox, but I've long thought that there are two innovations WoD should steal from D&D:

1. Simple statblocks of NPCs designed without using the complex PC creation rules, and with thought given to how to tune them to mechanically challenge groups of players without accidentally turning player characters into dogmeat on round 1.
2. Miniatures. Theater of the mind is fun and easy, but running CofD games on Roll20 has shown me that players really like to actually see what's going on when they get jumped by vampires in an alleyway.

Octavo
Feb 11, 2019





Lord_Hambrose posted:

Simple Stat Blocks definitely are the way things exist from Onyx Path.

Onyx Path experimented with simple NPC rules in the Chronicles of Darkness 2e core with listed dicepools for actions rather than fully statted out with attributes, skills, and powers that reference rules elsewhere in the book, but in everything published afterwards, including Deviant, NPCs are built the same way player characters are.

Octavo
Feb 11, 2019





Ferrinus posted:

That goes back to the 1e corebook, I'm pretty sure.

I checked and you're right, although the 1e core just used simple dice pools for non-combatants. The 2e core's NPCs are also statted out more thoroughly than I remembered, although they have a few actions with dicepools added together.
Ultimately what I'd like for future books (maybe night horrors books) would be NPC statblocks designed more like the ones in D&D 4e, where you didn't have to refer to much outside the statblock to remember how to run them.

Octavo
Feb 11, 2019





I Am Just a Box posted:

Bite Me: How to Write Vampire, by Rose Bailey, is a spruced up look at the Vampire: the Requiem writer's bible by the time of second edition. The parts about the Kindred, anyway. The Strix get a bible of their own.

She wrote a really great followup that shows just how her team managed to make the best Disciplines in Vampire. https://www.drivethrurpg.com/product/280672/BLOODY-DOTS-The-Writers-Guide-to-Disciplines

Octavo
Feb 11, 2019





Dave Brookshaw posted:

Where do you think I got the text of all those Awakening 2e dev blogs from? They were almost all lifted and adapted from Awakening's bible.

I have considered putting it up. Putting Deviant's up would be gauche, as it's basically my outline for the book.

I really hope you post the Awakening bible for sale. I'd buy it and I'm sure a lot of other folks would too!

Octavo
Feb 11, 2019





Rand Brittain posted:

I mean, how many top Mage people are there? If the other two devs were busy there might be nobody else, especially since a lot of them would probably want to seriously alter the setting.

I think the only person who could coherently reboot Ascension while remaining true to its (messy, contradictory) themes would be Malcolm Sheppard.

The 1e dev, Stew Weick, passed away.
The revised dev, Jesse Heinig, is still pretty bitter over the fan backlash and now happily works over on Star Trek Online.
Howard Ingham has the right attitude toward the game, but very much doesn't do RPG writing anymore.
Ryan Macklin did an incredible job with the revised convention books, but that team has broken up, and he's expressed no desire to work for Onyx Path at such low rates again.
DaveB understands the problems with the Ascension setting and clearly knows how to fix games named Mage, but I'm pretty sure he's busy with writing a game he can own.
Malcolm Sheppard is the only Mage dev who still believes that the Traditions were right to fight against the technocratic fascists, and he's already played around with rebooting the setting by changing the Traditions membership (via his Mage: the Dirty Version posts eons ago.)

Come to think of it, there's one other person who might manage Mage, and that's Ian Watson, who is working on Mage: the Victorian Age. I'll be curious to see how that book turns out.

Octavo fucked around with this message at 17:51 on Oct 31, 2019

Octavo
Feb 11, 2019





Lord_Hambrose posted:

Sometimes things should just end if it isn't worth paying anyone to do them. :unsmith:

Agreed

Octavo
Feb 11, 2019





Zereth posted:

... What's this?

I don't think all the posts are still available anymore, but Malcolm Sheppard's livejournal has a few entries: https://mobunited.livejournal.com/?skip=10&tag=mage:%20the%20dirty%20version
My favorite post dissecting Ascension is this one: https://mobunited.livejournal.com/58878.html

Octavo
Feb 11, 2019





NikkolasKing posted:

Sorry to be random, just one quick question. I was looking up books and WW Wiki articles on demons and stuff and came across this thing for Mage called Mastigos. That has nothing to do with Infernalism, or what I usually think of when I think of oWoD Demons like Baali or Demon The Fallen, right? Sounds more like Chaotic Neutral instead of Chaotic Evil, in short.

I was also just trying to find out about the afterlife. I know Wraith exists but what about vampires? Where do they go after they meet Final Death?

The thing with Mastigos is that they are warlocks, they do summon and control demons, but those demons are inner demons (goetia) and not demons from christian hell. Mastigos are the kinds of people who solve their character defects by conjuring the demon of their own fury and bind it. They can also conjure gods and devils and concepts that exist in the collective unconscious. Hope that helps.

Regarding the other questions: Mastigos are for chronicles of darkness (what used to be called new world of darkness) and Wraith and Vampire the Masquerade are part of the classic World of Darkness. There is some interaction between the two lines. The Giovani and Cappadocian vampires use necromancy to conjure wraiths and such and I believe some vampires can become wraiths when they die.

Octavo
Feb 11, 2019





Stephenls posted:

Book of the Fallen is... good? ...so far. Just all-in on being about evil without glamorizing it; not at all interested in being a book about generic gribbly monsters and boogeymen and laser-focused (in what I’ve read of it in the thirty minutes or so I’ve had it) on being about why and how much abuse and human evil sucks, how it works, and why it must be fought. The author’s note at the beginning makes a strong case using examples from Satyros Phil’s own life for why the normalization of discreet abuse in real life makes it essential to recognize and engage with abuse in art, without doing the 90s White Wolf pretentiousness thing.

It also introduces, very early, the term “sociopathy chic” to describe behavior that “mocks and demolishes empathy,” and is clear that not everyone engaging in sociopathy chic suffer from clinical sociopathy and not every clinical sociopath engages in the chic. This feels like a term I’ve needed for a while.

I mean maybe it’ll collapse later, I dunno. I haven’t read very far into it yet. But it starts strong.

Given that I'm not really up for a detailed exploration of the utter depths of human cruelty, I would have passed on the book if I hadn't backed the KS.
I do like that he's distinguished despising empathy from actual mental illness and I'm also pretty pleased with how he trashes Ayn Rand as having Nephandic anti-morality. I haven't gotten too far into the nephandi mechanics since I skipped to the end and checked out the metaplot chapter. It really illustrates why I don't think Mage: the Ascension has a chance of becoming a good game under his tenure. He just doesn't believe in the premise (a scrappy bunch of subaltern groups fighting against progressive technofascism) anymore.

Edit: images didn't load properly, so here's the quote

The Book of the Fallen posted:


The further we move into the 21st century, the more absurd the old magic-versus-science conflict of Mage’s early days becomes. As Mage 20 often states, magick is a technology, and technology fuels the sense of wonder and empowerment that’s often thought to be the domain of magick. Contrary to bygone terrors, the spread of technology has given us a brighter, wilder, ourselves more fully instead of being shoved into shiny metal boxes. Modern tech has brought its share of horrors, true, but the dread of a standard-issue world has proven groundless… and technology is the magick that allows us to shove that dread aside.

With the old fears of drab, gray technological banality fading further in a rusty rearview mirror, the real struggle of our age becomes more obvious: Predatory people, institutions, and ideas that feed off hope and pit humanity against itself for the power and profit of a parasitical few. In this age, the true reality war involves fake news and toxic culture, crumbling structures and jackals who fight among the scraps. Freedom verses totalitarianism, fearful faux conservatism against destabilizing progress. You don’t need to be either liberal or conservative (two terms which are themselves increasingly meaningless these days) to see that our age, for all its wonders, feels dangerously unmoored even though the savagery of older eras is, if nothing else, politically unfashionable after the horrors of the last century or two. Especially when we feel, regardless of our politics, as though the foundations of our world are being pulled away, the Consensus we crave demands security against predatory forces, not the difference between test tubes and magic wands.

On a personal level, in large part thanks to social media and ubiquitous video broadcast tech, we’ve become ever-more aware of the abuse that surrounds us every day. Institutional abuse, sexual abuse, abuse of trust, stability, financial resources, even Reality itself. It’s easy to say, “just toughen up,” but that’s part of the problem: That ideal of toughness, we find, has always been a lie. Obscured by alcohol, silence, tradition, lies, and a violence that’s both external and internalized, the effects of violence have shaped our world and its people for millennia — often for the worse. In place of toughness, we grew callous. Cultures defended atrocities in the name of this god or that nation, and the people in the way — whether they were Celts or Zulu, Apache or Egyptians — got ground up, spit out, enslaved, erased, and sometimes exterminated entirely. We might not have realized that in “the good old days,” but we can’t help but see it now. The Reality war of our age pits survival against predation. And Nephandi are, as we’ve seen, all about predation. When the Fallen take the stage, nothing and no one in your game remains unscathed. You don’t have to agree, of course. Around your table, you can still pit Traditions against Technocrats to your heart’s content. That’s the real magick behind Mage: not the Spheres our characters sling around, but the ability to define what our reality will be, if only for a few hours with our friends.
In an age where everyone with internet feels entitled to tell us who we must become, Mage — again, regardless of your politics — empowers us to change our world. Mage 20, then, will not tell you what the world of your chronicle will be. If you see the Fallen dominating the Ascension War, however, or simply creeping in around its edge, the following suggestions may help you steer your chronicle toward the desired ends.

Octavo fucked around with this message at 00:43 on Nov 8, 2019

Octavo
Feb 11, 2019





The Tremere also remind me of Lestat's sire, Magnus, an alchemist who turned himself into a vampire after kidnapping and draining a vampire.
https://vampirechronicles.fandom.com/wiki/Magnus

Octavo
Feb 11, 2019





NikkolasKing posted:

Are there any vampires who hunt "their own kind" and/or really hate other vampires?

There are multiple vampire sects in both oWoD and nWoD who consider vampires to be cursed and inherently evil. Seems like a small step from that to "we should all be destroyed."

I dunno, a self-hating Kindred seems like the most natural thing in the world to me.

There's the "choose your own canon" covenant of VII in nWoD. VII is composed of vampires who hunt vampires. Next to nothing is known about them and both 1e and 2e made them a multiple choice covenant. I think my favourite version of them is the one that appears in Secrets of the Covenant as a conspiracy to suppress dangerous scriptures in the Testament of Longinus - a plot thread born of an IRL typo.

Octavo
Feb 11, 2019





Rand Brittain posted:

No, they’re basically all gone at this point. Rich Thomas and Eddy Webb are the only ones left, and Eddy only does his creator-owned stuff.

At this point, it’s an open question whether OPP is able to survive the transition now that Paradox is more-or-less openly taking the World of Darkness from them.

(Not that I know what’s going to happen to the World of Darkness license now that Modiphius seems to have decided Vampire isn’t worth the hassle.)

Did I miss a development? I thought Modiphius was working on a player's guide and a starter set and something to do with London?

Octavo
Feb 11, 2019





Flipped to the one Dark Eras 2 paragraph about Mages in the court of king arthur, and it's just a note that says *merlin's a mage i guess.*

Oh well, at least the wild west and piracy eras are fantastic. There's a whole ship combat system, two new legacies (that only have 2 or 3 attainments listed out of the 5), an awesome plothook and nameless order, and a whole ruleset about how mages deal with and alter the Hedge.

Octavo fucked around with this message at 20:30 on Jan 15, 2020

Octavo
Feb 11, 2019





Nessus posted:

I mean you can't get too mad that they address that. It's like how both the vampire games had to address Dracula. Or how any wraith-based game will have to engage with the broad question of "Will there be Ghost Hitler?"

I really liked how Requiem handled Dracula as the (sort of) founder of the Ordo Dracul. This would be like if Dark Eras 3 had an era for 15th century Wallachia, but gave it to Promethean, Demon, and Mummy, and in a footnote it mentioned that Vlad the Tepes was in all likelihood a vampire.

Camelot and Merlin had references in Mage the Awakening sourcebooks going back to the earliest supplements. Medraut (Mordred) was the face of the Aeon of Fate. I want to say at least one of the books flat out stated that Camelot was a timeline excised from reality by the exarchs. It's just a bummer that due to the method OPP chose to match eras to splats, Mage missed out on something that had been long in the cards.

Still, like I said above, the book was worth its $20 pre-order rate just to get the brilliant Pirate era. Flavorful, gameable material that hooks into the history in the Awakening 2e core.

Octavo
Feb 11, 2019





Nckdictator posted:

Extremely dumb and subjective question here but which line of books tend to be more fun to just read and enjoy for the themes and worldbuilding, CoD or oWOD?

I just poured over the Wraith Anniversary and Promethean core books and utterly loved both.

The Mekhet book is phenomenal work by Howard Wood Ingham, and has spectacular art that replicates a style of niche occult magazines from the UK circa the 1970s. Daeva is probably my second favorite clanbook with some fantastic little short stories loosely connected throughout. Secrets of the Covenants has a similar style, but focuses on the vampire factions rather than their family groups.

Outside of vampire, I'd recommend Mage. For oWoD Mage the Ascension, I recommend the pure dose of weirdness that was the first edition corebook from the early 90s before any other author or developer touched it. If you like that, all of the technocracy books are good for different reasons. 1E is a look at contemporary technocracy and its uses and abuses in the 20th century from eugenics to Bush. The guide to the technocracy is extremely tongue in cheek propaganda. The revised technocracy books are an open attempt to protagonize the villains while (crucially) not invalidating the narratives of the previous books. They form a pretty great narrative.

If you like occult weirdness and secret histories and fictional metaphysics, I recommend the 2nd edition Mage: the Awakening core along with Signs of Sorcery.

Octavo
Feb 11, 2019





Mors Rattus posted:

Rand is still mad that M20 decided to declare that actually, the Trads do hate light bulbs and you should support this other, third collection of factions instead.

Heard Brucato talk about this in an interview once. Basically, back in the early 90s, he gets handed this game full of weird protagonists, and as the new line dev he decides, sensibly, to give the Traditions some moral problems and depth so that player Traditionalists would want to fight back against it and clean house before fighting the neoliberals and technocrats and fascists. The problem is that once a few supplements with this thought process released, the Traditions were just awful and corrupt, so he gave up on them. He said in the interview that he thinks the traditions are themselves the fascists. The Book of Crafts that preceded M20's Disparate Alliance was his early attempt to create a set of protagonists that he could root for.

Mage: the Awakening - as other posters have pointed out - did a much better job of this. The Orders are absolutely morally compromised in different ways, but the Seers are the most evil, most fascistic faction by a long shot and no supplement tries to tell the player that the Seers are in any way heroic or uncorrupt.

At any rate, I certainly did not want to start a classic debate over the Technocracy. I don't think they're the real heroes of Mage, and I don't think many of the writers of the technocracy books themselves thought so. The earlier books where they're a bunch of gordon gekkos, CIA spooks, and eugenicists wrapped up in terminator aesthetics are grand. The infamous Guide to the Technocracy is a great book as long as you know that you're being fed a line of bullshit. The sequel series in the Revised era are about the technocratic survivors of the avatar storm reforming the Technocracy and in some cases making it even more horrifying. The thing that is always hard to parse with oWoD stuff is that the writers try to give you the villanous perspective, and it gets difficult for a lot of readers to not get taken in. Not everyone knows that the revised Syndicate book wasn't written by a psychotic Ayn Rand fan, or that the author was writing viscous parodies of awful capitalist ideologies while his family members were getting foreclosed on.

If you keep all that in mind, the narrative in the Technocracy books is very enjoyable. Just...don't read anything by Brucato about the Traditions. He lost faith in them before the 90s were over. I don't think Brucato is without talent. His Mage: the Sorcerers Crusade is fantastic, and his Book of Worlds is one of my favorite supplements of all time, but for good stuff on the Traditions as protagonists, you gotta read Malcolm Sheppard's supplements, which were always focused on characterizing them as heretical, marginalized weirdos cleaning house and punching tyrants.

Octavo fucked around with this message at 01:01 on Jan 30, 2020

Octavo
Feb 11, 2019





It's too bad the fans drove Jesse Heinig to hate Mage, otherwise maybe he would have done the 20th Anniversary edition (or M5 should such a thing exist.)

Octavo
Feb 11, 2019





Loomer posted:

There's probably an article to be written about the neo-luddite underpinnings of Mage, Werewolf, and Changeling, and how they tie into the broader tendency of fantasy to trend (usually completely unwittingly) towards fascist ideologies, given the complicating factors of the gothic-punk influence.

I think there’s something weirder going on with Mage that has to do with the the book “Zen and the Art of Motorcycle Maintenance”, which advanced the idea that idea that technology has become alienating, but is not inherently negative. That’s Stew Weick’s major source for a lot of the ideas in Mage 1E, but was not necessarily a source for the ideas in the Brucato-developed supplements that followed.

Octavo
Feb 11, 2019





Chernobyl Peace Prize posted:

If Brucato weren't so Brucato and if the whole setting wasn't a house built on sand, you could just as easily write one for the Traditions.
"You are not a Technocrat. You don't understand why you need to go to an office and push keys on a keyboard for a set of hours during the day in order to make numbers on a screen go up. You dislike that you are doing this to make numbers on your bank screen go up and on your student loan debt screen go down. You would not want to get an injury or illness your insurance does not cover. You do not believe the system works. You are not one of them."

This is it. Technology is not technocracy. Technofeudalism sucks so bad.

Octavo
Feb 11, 2019





Precambrian posted:

I think I realized the real problem with the Traditions when someone defended them by saying something to the effect of, "it'd be good if my grandma could actually cure illnesses with a prayer to the right saint, and I could do it through yoga instead of relying on a pharmaceutical corporation." Which is all well and good, except your grandma doesn't pray to St. Peregrine for a pop of local color from the old country, she does it because she believes in the truth of her faith. The Traditions are just neoliberal multiculturalism, a "wouldn't it be neat if the shamans and the faith healers and the wizards were all allowed to be a little right (though I'm the guy with the real truth, of course)?" Better than the Technocracy's neoliberal homogeneity, but it's just a different strain of the same worldview.

Belief in Consensus Reality is, itself, a belief system, and it's the only one that's true in the setting. That's what makes the Traditions just an argument over aesthetics, since everyone's quaint and quirky beliefs are just a different way of dressing up the Actual Truth, and it's all written from a position of unexamined privilege.

I don't think this is a particularly helpful way to look at the game. The core of the Traditions v Technocracy conflict is more like the fight over the Dakota access pipeline in which agents of a state and corporate alliance seized resources from a marginalized cultural group. In Mage as in real life, different marginalized groups band together to fight against small t technocracy. A pluralistic alliance against a quasi-christian/secular exploitative tyranny is not the same thing as neoliberal multiculturalism.

Consensus reality on the other hand is just a conceit to help players imagine that allegedly eternal truths like capitalism might be social constructs. If you can pretend physics is up for grabs, maybe economics and social hierarchies are too.

Octavo fucked around with this message at 20:05 on Jan 30, 2020

Octavo
Feb 11, 2019





Warthur posted:

Hard disagree. Consensus reality isn't a figleaf over a "what if", it's a core principle of the game which enforces a swathe of its mechanics and which players are more or less directly invited to engage with and think about in terms of an actual metaphysic, rather than a justification for questioning supposed facts of life.

Also, if you follow that metaphor far enough, the implications of consensus reality are monstrous. If any other political system aside from neoliberal capitalism is equally workable and valid, and there aren't any constraints on that, then fascism is just as workable and valid as any other system. By its very nature consensus reality can't declare a subset of worldviews to be beyond the pale because there is no solid ground to build on, unless you insist on the Purple Paradigm being that - at which point Precambrian's complaints are dead on the money.

The metaphor breaks down the more you literally accept it, yeah. My point is just that the original Stew Wieck version of the game was doing a particular thing with the metaphor and it absolutely was in opposition to fascism and other forces like western imperialism more generally.
Outside of Stew Wieck, the person who had the best understanding of what all those messy mixed metaphors of Ascension were for is Malcolm Sheppard. Some of it is here: https://mobunited.livejournal.com/58878.html.

Octavo
Feb 11, 2019





Joe Slowboat posted:

I feel like Awakening has a much, much more effective framework for actually talking about power in the world that exists - ironically for a Neoplatonist game, it's much more materialist, while Ascension is hardcore idealist; Ascension posits that what really needs to be transformed is ideology, and mass belief/consensus is the fundamental turning point of the system of power that exists. Or at the very least, everything from Ascension that I've run into does that, I don't know the gameline as well as I know Awakening (by a long shot).

E: also, that post has a really strong shot of 'utopian desire is fundamentally dangerous' which is a mainstay of the classic conservative framework for justifying long-term injustice in societies. I'm not saying it's written for that purpose, but I always give a side-eye to the idea that actually, immanentizing the eschaton is a bad desire; it makes sense in the context of Ascension but that just points towards my issues with even the fully articulated Ascension model of ideology and culture metaphor.

Agreed about Awakening. It's clearly a game written by Ascension writers (specifically Bill Bridges and Malcolm Sheppard) determined to make a clearer game that didn't muddy its politics.
Regarding immanentizing the eschaton: I really need to play an Unknown Armies with that conceit. It's really built for it, esp in 3rd edition.

Octavo
Feb 11, 2019





Joe Slowboat posted:

Well that all sounds like 'Dark Eras but Significantly Worse.'

...speaking of Dark Eras, what's up with the Golden Age of Piracy, but Wizards? I'm a bit behind on Awakening right now and eager to catch up on cool new toys.

Golden Age of Piracy is really loving great mostly because it's by Chris Allen / Acrozatarim, one of the best Mage writers and the best Werewolf writer imo. It's got krewes of ghosts, anti-colonialism, mages and sin-eaters hanging out, creepy pirate poo poo, Davy Jones as a reaper. The impetus for the setting is that there's a new nameless order of pirates with a supernal artifact that erodes symbolism of authority. The Silver Ladder has allied with the Seers over it, pissing off the rest of the Diamond.
It's really well written and I'd recommend it alongside Acrozatarim's other major Mage work: the Sundered World from Dark Eras 1.

Octavo
Feb 11, 2019





Archonex posted:

So remember when I bitched about the art in the V5 core book? How I said a lot of it outside of Swedracula and friends cosplaying looked like concept art?

That's because it was. It literally was concept art from the early alpha of the cancelled WoD MMO. There was a bunch of unreleased footage back in 2018 that had it shown. They just reprinted it in the core book because no one would know the difference. :v:

https://www.youtube.com/watch?v=SSqAKlT71kI

You can see a few of the concept art pictures for Toreador in that video showcasing some of the unreleased footage.

I'm not a V5 fan, but when V5 launched, I was really taken with the fashion pictures in the Clan sections and asked Rose Bailey if they were from the MMO. She replied that they were indeed concept designs by Leslie Minnis, whose further work can be found here: https://leslieminnis.wordpress.com/character-design-3/.

Octavo
Feb 11, 2019





Mmm Nameless and Accursed comes out on Wednesday. Cannot wait to see what the Left-Hand Pathers have been up to since last we saw them working their broken magics in 1E.

Octavo
Feb 11, 2019





Nameless and Accursed is out and it's really good! I wish it had the page count to completely fill out the legacies, but at least there are a ton of legacies from 1e and a few I don't recognize that are probably original. The new Scelesti rules are great and really manage to tie the different kinds of Scelestus together using the new Joining stat that Nasnasi get. Speaking of which, man I want to play a Nasnasi even though they're not really player friendly. Their descent and redemptive options are great for my kind of Poor Life Choices wizard. The new Tremere are much like the old ones, with the Seventh Watchtower changing from something possibly Abyssal to something fully Mysterious. The Banishers have great mechanics now and their Greater Tulpae are hosed up Supernal Beings.

Anyway, that's my initial review. I still need to read through the various character profiles.

Octavo
Feb 11, 2019





I'm also a fan of how Mage 2e books always take care to say that the common way things happen are not the only way things happen. You could end up being a Banisher because an Abyssal Intrusion deleted your sophia or because there are things that steal names during awakenings...

Octavo
Feb 11, 2019





I wish that book hadn't used the awful oWoD storyteller system because it really had the superior take on so much masquerade stuff. Huge fan of that book.

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Octavo
Feb 11, 2019





Mors Rattus posted:

IMO Inferno was also not good, but I'm not sure if I'd say it's worse than Mummy 1e.

Aw, I miss playing Mummy 1e. It may have been anachronistic and built by people who were mostly familiar with oWoD and most of whom also wrote a truly awful book for Requiem (Belial's Brood), but it had some redeeming qualities. Cults, Judges, inverse-vampires, backwards D&D, etc. Inferno was just too unimaginative to even really dislike. Just the absolutely most boring demons (and most boring Akathartoi) in all of the nWoD.

I recognize I'm probably the only person on this board who liked playing Mummy 1e.

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