02-28-2014, 03:27 PM | #31 |
Join Date: Dec 2007
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Re: GURPS M:tA
Incidentally, I found that it helped a lot to write up rotes that really specified the ritual elements of the specific rote you were doing when I was playing GURPS M:tA. I thought their official rote collection really fell short in that it left out what the magician was actually doing. A Verbena flight rote is much more interesting when you include the part where you strip naked and rub the fat from a goose or a swan over your body.
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02-28-2014, 04:04 PM | #32 | ||
Join Date: Aug 2004
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Re: GURPS M:tA
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As Mr_Sandman said, the key issue here isn’t about how to replicate the capabilities of the MtA magic system; that’s nicely handled by Realm Magic. It’s about how to make the paradigms more meaningful. Tossing them out entirely is exactly the opposite of what we’re trying to do here. * Note to lugaid: that’s a place to go for Euthanatos inspiration. The concept of the witch is actually split between the Verbena (who emphasize the fertility treatments and home remedies side of things) and the Euthanaoi (who deal in determining peoples’ Fates and placing curses or geases on them). Quote:
It’s also worth noting that GURPS Mage: the Ascension was based on the first edition of the game, which was rendered obsolete within a year of its publication. So yes, the official rote collection (among many other things) really fell short. |
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02-28-2014, 06:39 PM | #33 | ||
Join Date: Aug 2004
Location: Seattle, WA USA
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Re: GURPS M:tA
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02-28-2014, 07:09 PM | #34 |
Join Date: Aug 2004
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Re: GURPS M:tA
In terms of my proposed mechanics: I’d have all of the Traditions share the same set of Realms, for the most part: Correspondence, Fate, Forces, Life, Matter, Mind, Prime, Spirit, and Time. I’d allow some customization to this: for instance, many Virtual Adepts replace Correspondence with Data (a Correspondence variant described in the recent NWO Convention Book); most Euthanatoi practice Entropy instead of Fate (the former having more of a focus on destructive phenomena than the latter); Etherites often practice Machines instead of Matter (the former being a variant of the latter focusing more on intricate systems than on the properties of substances, and incorporating the ability to create Wonders); and so on.
Likewise with the Technocracy: the same nine Realms, with individual Conventions often favoring variants of one or two Realms that are more closely aligned with their perspectives. Conversely, there should be Disparate factions with Realm sets that have little in common with the Traditions’ Realms. For instance, I could see the Sisters of Hypollyta using Season-themed Realms instead of the default nine: anything that doesn’t fit into one or another of their Realms either involves Conjunctional use of several or simply isn’t available to them. Last edited by dataweaver; 02-28-2014 at 08:02 PM. |
03-08-2014, 10:35 PM | #35 |
Join Date: Aug 2004
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Re: GURPS M:tA
An excerpt from the upcoming 20th Anniversary Edition of Mage, posted to its Facebook page by the author:
Chaos MagickI’m posting this here because it gives insight into the magic wielded by the Cult of Ecstasy. The Cultists are, in essence, Chaos Magicians as described above — or, at least, many of them are. Another spoiler from the Kickstarter comments: The Euthanatoi have decided to go back to the name they used in the earliest days of their Tradition: the Chakravanti. With this, the Tradition is focusing more on its role as the purveyors and agents of Fate than on the “magical assassins” reputation they’ve garnered over the centuries. |
03-09-2014, 12:16 AM | #36 |
Join Date: Aug 2004
Location: Seattle, WA USA
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Re: GURPS M:tA
Those are likely to be helpful. Thank you.
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Tags |
mage, mage the ascension, magic, powers, psionic powers, thaumatology |
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