Tag: mage: the ascension

  • Houston, we have a resurrection!

    Houston, we have a resurrection!

    Today marks an occasion for my Mummy: the Resurrection campaign. We actually got to the resurrection part. The players finally returned from the Underworld, returning to life in the city morgue. Now let’s see them deal with the various parties who have developed an interest in them. And how long it takes before they stand before the Judges again, of course.

    We ended up spending a little more time in the Underworld than I intended. I’m not exactly sure what to blame that on. On the one hand, I grumble a lot about how my players keep hyper-focusing on whatever is right in front of them and ignoring the overarching situation, but in all due honesty… part of it is also that I set them to too ambitious a task while in the Underworld, having them rescue prisoners from a spectre stronghold. Which required them to first get hold of a Hierarchy cache so they wouldn’t have to do it bare-handed. And then they ran into trouble along the way, because the Shadowlands are dangerous.

    So yeah… in retrospect, I shouldn’t have gotten quite so ambitious with something I just intended to be filler. I do have this tendency to assume that things can get polished off in a session or two, but of course I also don’t want to rush through it without giving the situation proper gravitas, and then I sit there six months later and wonder why we never got to my super-cool “real” plot.

    Part of it is the nature of the World of Darkness, too. It’s supposed to be, if not “realistic,” then at least grounded in some sort of internally consistent setting. Everything is supposed to come from somewhere, everything is supposed to have context. That’s what I love about it. But it does mean that there aren’t much in the way of simple encounters – you can’t just go, “suddenly, you’re attacked by zombies!” because each individual zombie has to have its own angsty backstory or it feels like you’re phoning it in.

    Funny thing? Out of the WoD games I’ve tried, the one that runs the most smoothly is Mage: the Ascension, once I figured out how to manage it. There are still no simple encounters, but the game does encourage you to just throw more mismatched intrigues and general weirdness at the players, and then let them figure it out as best they can. Mummies and werewolves are supposed to be fighting a war. Mages are just meant to “reach enlightenment,” and the nice thing about that is that just about anything can be framed as another Very Important Step On Your Personal Journey. And of course, when the players get really interested in something random and start examining it from every angle, they are acting exactly like the sort of erratic geniuses they are meant to be.

    But yeah, as far as mission-centric games go, I probably should learn to break the missions down into smaller pieces.

  • Magey moves

    Magey moves

    This week, I managed to move on with my Mage: the Ascension port and write up a list of GM moves. This is something like my fourth or fifth version of this list – as usual, Mage resist easy summary. But I think this set works with my conception of Mage as a game about mystery, conflicting viewpoints, and the contrast between the magical and the mundane.

    • Introduce a tantalising mystery or an opportunity to learn. Every mage desires, in one form or another, to learn – to better understand a world that is strange, complicated and often contradictory. The fundamental GM move, then, is to offer the players something to learn about. Perhaps they stumble on the outer Ripples of a Mystery (see the section of Mysteries for details), or maybe they catch wind of a rare book of lore, a wise spirit, or a master who might share his knowledge with the worthy. It can even be something entirely mundane, such as the location of an elusive enemy. Whatever it is, it should not come cheap; the players will have to do the legwork if they want to unravel the enigma.
    • Add another ingredient to the witch’s brew. The world is a battlefield between billions of competing wills, and even a straightforward conflict between two parties can grow complicated in a hurry. With this move, introduce another factor to the scene that comes from a different Paradigm or with another agenda than any of the extant ones. The factor can be an NPC or an inanimate force, seemingly mundane or overtly supernatural – what matters is that it’s different, making the scene feel more disjointed and chaotic. For example, the players might spot a Dreamspeaker rival of theirs while infiltrating a Syndicate-owned night club, or have their Verbena grove invaded by a little grey-skinned alien. Less dramatically, if the players are arguing with their chantry leadership about some course of action, an impasse might be taken as an invitation by a previously neutral cabal to suggest their own preferred plan.
    • Remind them that they walk a world of dust. The world is a harsh place, full of petty injustice and bleak misery. With this move, introduce some purely mundane problem – a mugger, a flat tire, a failing business, a bad cold. The problem can even be the simple fact that things take time, and that the world won’t sit still while the players spend a week digging through the library for information on their enemy. Magic can solve a great many of these issues, but of course that tends to lead to problems of its own; force the players to choose between dealing with things like a Sleeper, reminding them of their fundamental humanity, or invoking greater debt in the form of Paradox or unwanted attention from using their supernatural powers to escape everyday concerns.
    • Have a carefully laid plan go awry. Mages know better than anyone how easily clever plans can go spectacularly wrong. With this move, what someone tried to do – whether the player, one of their allies, or the enemy they were opposing – has a drastic unintended effect, causing a huge mess that doesn’t do anyone any favours.
    • Offer their heart’s desire, at a cost. A mage knows that the world is his for the taking, but everything has a price. With this move, present the players with an opportunity, whether to get the upper hand in a fight, to discover a clue to a mystery, to win a convert to their cause, or otherwise get something they want. However, either make the opportunity fleeting and necessary to act on immediately, without any chance for the players to hedge their bets, or hint that there will be considerable downsides to seizing it.
    • Let them be touched by the flames. Mages try to avoid physical danger, and most of the dangers they face are of a subtler kind. All the same, it’s a dangerous world out there, especially if you take an aggressive approach. With this move, deal Damage to a player, with a level determined by precisely what the source is.
    • Inflict a slow poison or a lingering curse. Any mage knows that the subtlest cut is the one that will barely be noticed at first. Wounds can fester, poisons can take time to kick in, and curses can ruin your life over a period of days or months. With this move, have a player be poisoned, infected, or otherwise compromised, but only hint at it for now; keep the full effects in store for later.
    • Punish them for breaking the laws of the world. Mages attract the wrath of the Consensus by their very nature, and especially so when they use magic carelessly. This move either causes a player to mark Paradox, or creates a Paradox Effect with a level proportionate to how much Paradox the player currently has marked, or – as is usually the case when a player fails an Arete roll – both. It is also appropriate when a player draws attention to some ongoing Effect, when interacting with something supernatural and volatile, or when in the presence of a Maurader.
    • Challenge or threaten their values. Every Tradition value something, if only because it’s something they rely on for power. Hermetics revere the written word, Verbena places of unspoiled nature, Choristers hallowed ground. With this move, place something a player’s Tradition considers special and powerful in the cross hairs, perhaps as part of a plot by a rival Paradigm, perhaps just as a natural consequence of events. This can be a player’s own foci, a location where their Paradigm is strong, or just an abstract value or ideal that’s being contradicted or suppressed. Either way, this gives them a chance to practice what they preach, and stand up for something greater than themselves.
    • Confront them with folly. The ignorant and deluded can be more dangerous than the outrightly malicious, if only because they are so much more numerous. With this move, have an NPC’s failure to see the world for what it really is either cause trouble for the players or provide them with an opportunity. People who are obviously wrong are people who need tutelage, which can strengthen a player’s Paradigm, but they can also dig in their heels and insist on a disastrous course of action unless the players can stop them.
    • Let them define their own reality. A mage practices his craft as much in his way of life as in his spells. With this move, simply ask the player to describe something, whether a character, a location, or a piece of history. Then take that description and add something to it, preferably something that makes the players’ lives more difficult.
    • Teach them that nothing ever truly ends. The consequences of a mage’s actions echo down the ages, and lessons learned frequently have to be rediscovered. With this move, bring an element – a character, an event, a location, an arcane principle – that had seemed over and done with back into play.
    • Make a Paradigm Move. When the players are dealing with some particular Paradigm, you can make a move unique to it that expresses its flavour and feel. This move can be overtly supernatural or merely philosophical, depending on the situation, but either way it represents a particular idea of how the world is meant to work.

  • Principles of magehood

    This week, I’ve been hacking away at my Mage: the Ascension port. I think, at this point, that I have run enough of the game to actually get a feel for it, so now it’s just a matter of getting it out on paper in a way that’ll make me remember it (and possibly explain my way of doing it to others who want to try, but let’s be honest, it’s mostly for my own benefit).

    I’ve written up a new set of Principles that are meant to inform everything the Storyteller does. It was tricky to formulate them in ways that weren’t specific to any particular paradigm, but which still felt flavourful and non-generic. Not sure if I succeeded. Have a look:

    • Be a fan of the player characters. The characters are the larger-than-life, troubled antiheroes of this story of magic and horror. Give them every chance to make choices, and to suffer for them; to stand tall, or fall short; to find wisdom, or be brought low by hubris. Let them show who they are, not as a favour to them, but because you want to see it too.
    • Start and end with the fiction. A move is only ever triggered by the fiction, and its outcome must always ripple through the fiction. Never say something happens because the rules say so. Instead, show what event or condition in the world led to it. Likewise, don’t just state mechanical outcomes (e.g., “mark a wound box” or “take +1 forward”)—explain what they mean (e.g., “your arm’s sliced fending off the dagger,” or “a blessing guides your aim”).
    • Offer no escape from magic. To be Awakened is to live an interesting life, whether you want to or not. Mystery and intrigue will find you. Wherever the players go, let their magical destinies ensnare them ever deeper. Never let them rest for long without introducing a new problem or worsening an old one. The path to Ascension waits for no one — if you don’t seek it out, it will come knocking.
    • Showcase eccentric oddballs, alternative subcultures, and fringe beliefs. Mages aren’t normal people — and neither are the Sleepers they deal with. Neo-pagans and techbros, political extremists and cultists, fringe scientists and secret societies: every NPC should believe in something, and that something should be out of step with the mainstream. Some chase utopia. Others just want to feel something. But none of them believe in half-measures.
    • Contrast the sordid with the sublime. Mages deal in higher truths — glorious destinies, lofty ideals, and sacred dreams. But each is also a creature of fragile, hungry flesh. They reach for the stars while standing ankle-deep in mud. A path to godhood may lead through alleys so filthy and grimy that the very idea of magic seems like a cruel joke.
    • Fill the world with mismatched fragments of possible realities. Behind the curtain, countless paradigms clash — each one shaping reality, each wildly incompatible with the others. Mages make belief into truth, at least part of the time, leaving contradictions and broken stories in their wake. And the world is littered with the detritus of past workings — wonders abandoned, horrors forgotten. Mix mythologies and genres freely: let the world itself seem unsure whether it’s a wuxia epic, a spy thriller, a Norse saga, or a psychedelic fever dream.
    • Give everything arcane significance. Everything is magic, sooner or later. Every office drone on their 35-minute lunch break is unknowingly enacting a grand occult working of efficiency and monetary worship. Every addict shooting up in a condemned building is fumbling toward ecstatic revelation. No action is without philosophical weight — whether the actors know it or not. When imagining a scene, always ask: what higher vision — successful or failed — shaped this place?
    • Place a mystery behind every corner but keep it half-hidden. For a mage, the world is one vast riddle. Nothing is ever straightforward — there’s always a hidden force at work, a scheme unfolding, an impossibility pushing against Consensus. But mysteries rarely announce themselves. What players see first is a minor oddity: a strange coincidence, a subtle wrongness. Whether they pursue it is up to them.
    • Wrap the fantastic in the prosaic. This complements contrast the sordid with the sublime. Every act of magic brings consequences — and depends on logistics. A face-melting curse ends with a trip to the ER and a surgeon muttering “acid attack.” The God of Storms must be summoned with ingredients that arrive in shipping boxes. Spells punch holes in reality — but the rest of the time, mages live in the same world we do, and must navigate its systems.
    • Portray social and environmental ruin. The World of Darkness is a monument to failed utopias. Cities meant to be marvels now rot with smog, slums, and broken infrastructure. Streets reek of exhaust. Everyone’s at once overmedicated and sicker than ever. The system is crumbling — but for now, it clings to life with a rictus grip, too stubborn or afraid to admit it’s already dying.
    • Show spots of beauty and meaning, always in danger of being erased. The world isn’t dead — just almost. In the middle of polluted hellscapes, some still fight for dignity. Amid mass-produced junk, real art and brilliance survive. These things are always at risk — of being destroyed by bitterness, or forgotten in apathy — but they are hope. Let them shine.
    • Make everything someone’s creation, but only sometimes under anyone’s control. Nothing just happens. Every event, horror, or miracle began with someone’s will — or their failure to act. Every demon was summoned. Every curse began as fear. But control is an illusion. Most magical acts spiral far beyond what anyone intended. Chaos is more common than success.