Thread: GURPS M:tA
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Old 02-19-2014, 07:39 PM   #10
lugaid
 
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Default Re: GURPS M:tA

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Originally Posted by dataweaver View Post
“MWoD”?
"My World of Darkness".

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Originally Posted by dataweaver View Post
Umm, no; that’s the nWoD’s Mage: the Awakening.
It didn't interest me on a general basis, and that makes me even less interested. But I digress.

Quote:
Originally Posted by dataweaver View Post
“There is no True Reality other than what you experience” is a declaration of there being “One True Reality” — namely, the One True Reality is that reality is subjective. This has the drawback that it declares that Technocrats aren’t just morally wrong, but also objectively delusional about the true nature of reality. Granted, the “subjective reality” line is the most common theory voiced by the Traditions; but it’s exactly that: a theory. The underlying truth that I referred to isn’t so much that there’s a singular One True Reality as it is that every form of magic featured in Mage: the Ascension shares the common feature that magic is based on some sort of inherently human quality. What that quality is and how it manifests varies by Tradition, so (in theory at least) you still get interesting and chaotic interactions between them. I’ll agree that Mage: the Ascension didn’t go as far as it could have in featuring the practical distinctions among the Traditions, which is why my proposal goes further; but I’d be leery about going as far as to give each one a wholly distinct and largely incompatible magic system of its own.
That seems fair enough.

One of the things, though, that I've noticed about 4E is that, even though these systems may seem incompatible on the surface, it seems as though the generally smoothed-out mechanics removes much of that incompatibility. That is, whether you are using a gun or a missile spell, it has DMG, Range, 1/2 D, ACC, and so on. Other effects are given similarly according to general conditions in the rules, such as "Agony" or "Euphoria" (p.B428), and so on. That is, the powers interact with elements in the basic rules, rather than directly interacting with each other's idiosyncrasies, for the most part.

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Originally Posted by dataweaver View Post
If you’re looking for a setting that features a large number of fundamentally different magic systems coexisting, you don’t need Mage: the Ascension to do so. Eden Studio’s Witchcraft and Conspiracy X both feature multiple systems of supernatural powers; Deadlands features at least four such systems (gambler card magic, preachers wielding holy power, Native American shamans, and literally mad scientists).
All of which are good choices, but my interest here is in MtA.

Quote:
Originally Posted by dataweaver View Post
Well, I did say that it’s not a particularly good fit. But it’s as good a fit as your approach to the VAs; and if you’re comfortable with grossly oversimplifying the VAs as Machine Telepaths, then you shouldn’t have a problem with similarly grossly oversimplifying Cultists of Ecstasy as bards.
That brings up another point, though. You say that the VAs are more than just Machine Telepaths. That may be the case, but I don't see much reason to go further, myself. What, specifically, do you think could or should be added?

Quote:
Originally Posted by dataweaver View Post
Not just individual splatbooks; later editions of the game expand the scope of each Tradition so that it’s less of a rigid stereotype. For instance: even in the second edition, Etherites are no longer just mad scientists in the Tesla or Steampunk mold: they’re the guys responsible for Quantum Mechanics; and it’s entirely possible and appropriate to play an Etherite who’s Science is straight out of bleeding edge sci-fi.

Basically, every Tradition had its philosophical roots deepened as of the second edition; and while every Tradition has room for the stereotype that the first edition of the game pushed, none is restricted to it. My single biggest issue with your approach is that it narrows the Traditions back down to shallow stereotypes — sometimes very shallow.
I don't see how modeling the Etherites (to choose the available example) as Gadgeteers simplifies them overmuch. Just allow those to purchase High TL and pick up higher TL skills, in addition to or as an alternative to TL N+X. Problem solved.

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Originally Posted by dataweaver View Post
“Disparate” isn’t a later concept; it’s a more recent name for what the game originally called Crafts. So yes, that’s exactly it: they’re Ascension War minorities who never forged any alliances, and thus suffered for the lack thereof.
Ah, OK. Thank you.
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