Showing posts with label mage: the ascension. Show all posts
Showing posts with label mage: the ascension. Show all posts

Thursday, December 28, 2017

Character Creation: Mage: The Ascension 20th Etc.

It's late, but I'm feeling restless, and Toasty's been asking me to do this game.

The Game: Mage: The Ascension 20th Anniversary Edition
The Publisher: Onyx Path Publishing
Degree of Familiarity: Quite a bit with the previous editions of the game. I haven't played or run this edition, though looking at it, it all looks pretty familiar (which of course is appropriate).
Books Required: Just the one, I hope, good grief, it's 700 freaking pages. 

I played a lot of Mage back in the day. It's actually the most recent OWoD game I've played (not run, that was Changeling and then Demon before that), in a group that I was in right after I moved back from Atlanta (less said the better). The last Ascension game I ran kinda-sorta wound up forming the basis for the Mage: The Awakening starter chronicle (which you can find here; it's listed as an Ennie nominee but it actually won the silver Ennie that year, thanks very much). Anyway, my point is that I love Mage and I'm getting kinda nostalgic thinking about it.

So, I haven't done a character with a theme song in a while, but as I was thinking about this game, this song came into my head:


To me, the song is about staying positive, or at least active, in the face of the inexorable march of time. That works thematically for Changeling, but also for Mage, which also has themes of clinging to one's beliefs and passions in the wake of "progress." As I'm getting older, I reflect on how angrily, brazenly passionate I was in my youth, and on the one hand, I wish I'd been just a bit smarter and a whole lot kinder. At the same time, though, I miss being ready to jump into the fire if that's what passion demanded.

With all of that in mind, Step One is character concept, as usual. There's a list of concepts, and "night owl" sticks with me. I want to play a character who's pretty much nocturnal by choice (unlike my Vampire characters, who are pretty much stuck that way). He's a busboy, waiter, sometime line cook at a greasy spoon in [wherever this game is set]. He was a college student, but dropped out when he talked to his older sister and realized that a degree just doesn't mean what it used to - if he was going to be stuck working shitty jobs, at least he could be without quite so much debt. So he shares a studio with a couple of other guys, but doesn't really see them because they work days, which is when he sleeps. His name is Zachery Sibress.

Next thing is Affiliation. I know I don't want to be a Technocrat. Tradition or Disparate, then? Oh, hey, Traditions get to choose from several affinity Spheres nowadays. And what's this "Data" thing? Guess some things did change. Anyway, I don't see this guy as being a big Tradition person; I think Zachary is more a fan of the DIY aesthetic of the Disparates. I don't want to be an Orphan, though, I want some structure. Let's go Hollow Ones.

And then Nature and Demeanor. I think I like Prophet as Nature. Zachary speaks truth to power in a Cassandra kind of way; Troy's going to fall and no one wants to hear it, but he's gonna say it anyway. I'll put Loner as Demeanor even though it makes me cringe (it's hard to play loners in an RPG without being insufferable). I think Zachary's Essence is pretty obviously Questing.

Step Two is Attributes. 7/5/3, party like it's 1995.

Well, I think Zachary probably needs Social as primary, Mental secondary, Physical tertiary. Let's put two dots into all of the Social Attributes and then the last one into Charisma. Zachary makes an impression. I'll specialize it in Trustworthy.

For Mental, I'll put one in each, and then the other two into Perception (I have literally never regretted giving a character a high Perception score. In fact, I once played a Vampire character with Perception 5 and Intelligence 1; he could see 2+2 all day, but could not make 4. But I digress). I need a specialty, but nothing comes to mind, so I'll sit on that for a while.

Physical, just 1 into each sounds good. Might raise Stamina later.

Step Three is Abilities, with this janky-ass OWoD distribution. 13/9/5, you say. Oh, and Mage has Secondary Abilities, which I think is a bad idea because there's already too much granularity, but whatevs, I don't have to buy them.

Well, given Zachary's kinda gritty life, Talents as primary would seem wise. I think Knowledges can be secondary, and Skills tertiary. Hokay then.

Talents: Three in Streetwise, two in Empathy, three in Alertness (again, never regretted being perceptive). Let's take one in Art, I guess? Wait, I'm gonna shave one off Alertness to put it in Athletics, and I'll put one in Brawl, and one in Subterfuge. Two in Awareness, and that's good.

Skills: One each in Drive, Mediation, Research, Stealth and Survival.

Knowledges: One in Academics, Computer, and Science (all from his year in college) and two in Enigmas, Occult, and Politics (from his time with the Hollow Ones).

Step Four: Advantages. Which pretty much means Backgrounds. I get 7 dots, and there are a bunch. Let's check it out.

Well, I'm sure I'll want Arcane and Avatar, because those are fun, but I kinda want Contacts. I see Zachary as the kind of guy that folks talk to at 3AM over really shitty food. As such, he's hooked into the night-owl community; folks who work 3rd shift, folks with insomnia, folks carrying out the orders of their undead masters (wait, what?), and so on. I'll throw three dots into Contacts and one each into Arcane and Avatar, but I might come back to this with freebies later.

The other part of Step Four is to think about paradigm and focus, which have changed a bit in this edition. Basically I need to think about Zachary's type of magic, and I think he's very caught up in nightlife. Like, sure, there's the music scene and the drug scene and those things happen after dark, but there's a stillness to the city once you crest 2AM and the bars close. The diner he works at is open, sure. Gas stations. And there are some folks that just don't sleep. But in that stillness, he can hear the truth as the city whispers (and if he ever goes into the country, he'll learn that the rural areas have their own voices).

Zachary's magick, therefore, is very bound up in listening to voices that the hustle and bustle of the daytime world drowns out. His foci, then, include silence, meditation, chants, music (but music with repetitive beats and a lot of bass), salt (pour a pile of salt and blow on it, and watch the patterns), dice, and food and cooking (you share a meal with someone and you learn about them quickly).

Step Five is finishing touches, starting with Spheres. I get 6 dots, starting with my Affinity, but Hollow Ones can take whatever they want. OK, now I have to look at these rules a bit. They don't look too different, actually. I'm gonna take one in Correspondence, one in Entropy, two in Spirit, and two in Time.

I get 5 in Willpower, 1 in Arete, nothing in Paradox. I get 1 in Quintessence so far, but I might raise Avatar with freebies.

Speaking of which, next up is 15 freebies. Unless I wish to take Flaws. Just a moment. Oh, wait, never mind. The Merits & Flaws section is seriously truncated and I don't much like how it's done. Gonna skip it.

OK, so I have to raise Arete to two because it can't be lower than my highest Sphere (argh, this is not something I missed; I always said that mages basically start with Arete 3 and 7 freebies, since they effectively have to spend 8 to raise Arete to be useful, but since I'm not gonna play this guy I guess I'll leave it at 2). I'll burn two to raise Avatar, which means I've spent 6. I'll spend 5 to raise Stamina to 3, and with the last one I'll raise...let's say Willpower.

That's the end of chargen; the rest of it gets into beliefs and history and so on, but I've kinda done that already. I think that Zachary's path would involve learning to use Prime, Matter, Forces, or Life and figuring how those things fit into his paradigm. To him, magick is very ephemeral and...sleepy, I guess. I think his paradigm separates magick into "daytime" and "nighttime" Spheres, and he's very much on the "nighttime" side of things.

I gotta say, although I have my usual quibbles with the OWoD system, Mage remains a really compelling game.

Saturday, April 5, 2014

Gaming With Magical Thinkers

(Oh, since people are reading this post: Go check out my Kickstarter, in it final week!)

So, I posted this on Facebook the other day:

No, sweetheart, you didn't piss me off because you tried to use "real world" occult stuff in a Mage game. You pissed me off because you accused me of casting spells on my apartment that made you unable to question me. If I knew spells like that, I'd use them on the bureaucrats running my school district.

(You want further context, PM me.)

A lot of people asked for further context. So here we are. Before I start, though, I want to be clear that a) I'm not naming names, ever, on the Internet, and b) I do not harbor any real ill will toward people for what happened more than a decade ago. I'm a very different person than I was then, and I, as an optimist, hope that they are, too. Progress is good. With all of that said:

When I moved to Atlanta in 2001, I didn't know anyone in the city. I got on the White Wolf forums, and posted, "Hey, new in Atlanta, want to run a game, ping me." I got some hits, some of whom turned out to be fun people and others not so much, but this one guy contacted me, we talked on the phone, and he seemed cool. I set up a time to have a meet-n-greet and maybe make characters (since I'd collected about four people), and he said, "My girlfriend is interested in gaming, can I bring her along?" Well, I'm always keen to get new people into the hobby, and (not knowing this guy), I thought, "if he's functional enough to be in a relationship, that speaks well of them both, right?"

I was younger, then, and not as wise.

We decided on Mage: The Ascension, and the woman in question was a practitioner of Kabbala (she said). I should note, here, that at the time I was a practicing Wiccan, rather than the rabid (ribald?) atheist I am today. Anyway, that was fine, I pointed her at the Order of Hermes, because I figured their magical style would be something she could get her head around; Mage, as we know, can be an intimidating game to start with.  And then she asked if I wasn't concerned that, if he character did something magical, that something might actually happened in the real world.

Now, today, this would be a huge red flag. But back then, I believed in magic, too, and while her question seemed silly ("No, you're just rolling dice"), there was also a side of it that seemed reasonable. She'd never played before, after all, so she didn't have any context for what a game looked like. So we got passed that, made characters, and all was more or less well for a few months.

I had a habit, at the time, of going around the table after games and asking people what their characters had learned during the course of the session. It was meant as a character development thing, but also something I could do to help me see what players felt was important during the session (hell, maybe I should reinstate that practice). She and her boyfriend could never think of something. That's not altogether uncommon; after a long night of gaming, being put on the spot like that isn't easy for some folks.

And then, somewhere along the way, I got an email from her that was utterly fucking incomprehensible. As best as I could piece together (and remember, this was...13 years ago now?), she thought that I was casting spells on my apartment to make it so no one could question me, and that was contributing to her and her boyfriend's difficulty with answering the "what have you learned" question. There were other accusations, too, but they're not germane to the point and they're not something I'm going to get into here. Point is, casting spells.

This, mind, was the same woman who confidently claimed that, should she ever get pregnant, she would not quit smoking, because smoking wasn't as harmful as "they" said. So, there are maybe some issues at work here.  The point in all this, and the reason I made this a blog post rather than just posting it on Facebook, is that most of us have a story like this, some player in our groups or at a con who made us go, "Wow, you're kind of nuts." 

But I've gamed with literally hundreds of people, and that's one of, like, two stories I have like that. The rate of "crazy" is a lot higher, in my experience, in the non-gaming population, and the magical thinking rate even more so. I don't begrudge this woman her beliefs, and I only kicked her out of my games when she a) made false accusations against me and b) was obviously delusional. 

I hope, really and truly, that the ensuing decade has been as kind to her as it has to me. The story was funny, in a "GAH" sort of way, but y'know, shit happens. I do hope she finally quit smoking, though.

(Oh, the reason this came up was that she made a post on a mutual friend's FB feed, and it made me think of it. It's not something in any of my current games.)

Tuesday, August 18, 2009

Information Wants to Be Free

One of the greatest challenges to a GM is giving the players enough information that they can resolve the conflict of a story, but not so much that they have detailed instructions on how to go about it. This problem leads to some of the most frustrating tropes I’ve seen in roleplaying games, and can result in the players feeling helpless within the context of the story and in the GM looking rather like a jerk. In this essay, we’re going to examine some ways of disseminating information to the players (and thus their characters), both good and bad, and the consequences of those methods.

Let’s begin with the bad ideas.

Three Common Informative Mistakes


• Infodump: This method involves long, long explanations, usually delivered straight from a book and not in-character. Typically, this covers information the characters “would already know,” and that’s fine. The problem is that listening to people read from books is boring, and that the players aren’t likely to retain the information (especially if you ask them to engage different parts of their brains — i.e., playing their characters — after the infodump is over). Infodumps can happen in character, as well, and this presents problems of its own (see next point).

• The Jive-Talking Wizard: I saw this term on Beth Kinderman’s website, and I think it’s pretty appropriate. It refers to the all-powerful being who appears in order to get the characters together and set them on the right track, but won’t, for reasons only known to himself, impart enough information to do the job well. When asked for details or more helpful information, he typically simpers, changes the subject, vanishes, thunders “That’s not for you to know!” or otherwise says “Screw you” to the players. I’ve seen him as a god of humor, an actual wizard (Gandalf is almost a literary example of this tactic, but Gandalf also takes personal risks and gets down and dirty in battle, too, so he doesn’t really count), a computer, a Sidereal Exalt, and mentors and rulers of all kinds.

As is probably obvious, the Wizard is a bad way to dispense information for several reasons. First, it puts the characters in an obviously subservient role. That’s sometimes appropriate, depending on the game in question, but it chafes a lot of players, especially when it’s so apparent. Second, it flies in the face of logic: Why does this guy need the characters as pawns? Why can’t he just handle things himself? Why is he being so stingy with information if he wants the characters to succeed? (The answer to these questions, of course, is that having too much information would make things too easy on the characters (this is a fallacy, but I’ll cover that later), and the GM wants things to be challenging. The Wizard makes things less challenging and more annoying, though.) Finally, the Wizard does nothing to engender any kind of interest in the storyline. In fact, he does the opposite: The players feel like they’re being ordered around, not told what they need to know, not given control over their lives, and generally treated like machines. Most of us get that kind of treatment at our jobs, and we don’t want it during an escapist hobby.

• File and Forget: Most GMs, myself included, make up most of the happenings in their stories on the spot. That’s fine. Some of the best storylines I’ve come up with involved me taking a flippant comment from a player and running with it. The problem comes not when GMs make up information on the spot, but when that information doesn’t remain consistent. If you give the players a juicy clue that wasn’t part of your original plan, write it down. Information that turns out to be false because the players interpreted it incorrectly or didn’t cross-check their facts (I’m amazed at how often players assume that anything out of the mouth of a sympathetic NPC is unassailable truth, but that’s a separate issue), that’s fine. If the information turns out to be false or irrelevant because you forgot what you told the players, that’s a failing on your part.

Informing Players and Making them Happy


With all of the above in mind, how do you, as GM, give your players the information they require without teasing them, annoying them, misleading them or inundating them? Here are some suggestions:

• Use the Supporting Cast: Having NPCs tell the players what’s going on is fine. Just remember a few simple principles.

First, the NPCs are not omniscient. A character’s mentor might be truly wise and powerful, but said mentor has a limited scope of knowledge. Asking for information outside of that scope results in no information, or, worse yet, misleading information. I recommend always mixing in something useful with misleading or useless information. After all, a game session only lasts so long and every hour spent chasing false leads is another hour that players will remember as pointless.

One way to keep in mind what a given NPCs knows is to stat that character. I’m not as stringent about statting everybody in the world as I was 10 years ago, but important supporting characters still get write-ups in my notebook. If I know, for instance, that Dr. Jones has a high rating in Archeology but nothing at all in Occult, his information about the Dread Book of Niffugcam is going to be skewed appropriately. Having NPCs with limited bases of knowledge serves a number of purposes. In addition to avoiding the Jive-Talking Wizard problem (since the NPC doesn’t withhold information, he just doesn’t know everything the players need to find out), it also helps the players see the NPCs as individuals. Once they know that Dr. Jones can help them translate Sanskrit, but that he doesn’t know a thing about art, they won’t bother going to him to help them identify which artist drew the prints found in the Dread Book.

Second, the NPCs have their own agendas, but you need to know what those agendas are. Sometimes, a character’s agenda lets him work closely with the players’ characters, and sometimes it involves keeping information hidden. By way of example, consider Orpheus. In case you don’t know, Orpheus is a game in which the characters work for a company that solves ghost-related problems, and the company has a somewhat…checkered past. In the chronicle I ran some years back (that I unfortunately did not log, or I'd link to it), the characters’ boss was obviously uncomfortable with some of the goings-on at the Orpheus Group, but wasn’t ready to share everything with the characters for fear of endangering them. As such, he told them what he could when he could. They suspected him of being a villain a couple of times, but when the chips came down, he was unequivocally on their side. The bottom line here: Know what your NPCs want as well as what they know, and have their behavior reflect both.

Third, pay attention to what the players ask. If they ask the wrong questions, give them the wrong answers. I’m not talking about letting them discuss how to translate the Dread Book with Dr. Jones in the room and then later having them find out that Jones could have helped translate it, but didn’t speak up because the players didn’t ask. That kind of nonsense (always followed by a simper and a “tee-hee”) is comparable to the Jive-Talking Wizard in its irritation level. What I mean is, don’t allow the NPCs to be psychic. An example: The characters come across a body mauled by an animal and find wolf-prints nearby. They immediately start asking poor overworked Dr. Jones about werewolves. Now, in fact, the creature responsible was a were-coyote, which has very different implications for the story, but the players have jumped to a conclusion (admittedly, it’s a pretty easy one to jump to) and so Dr. Jones can’t really correct them.

• Let them learn gradually: A way to avoid the infodump problem is to let the players find out crucial information over a period of time. It’s been my experience that groups often split up during investigation or information-gathering phases (“OK, I’ll hit the library, you go talk to Dr. Jones, and you get on the Internet”), and this is a golden opportunity for you as GM. By letting each of the players find a nugget of information, you aren’t asking all of the players to remember pages worth of data. The players can put everything they’ve learned together and analyze it as a group. This also plays directly into my next point…

• Let them earn the info: …which is, nothing’s free. The characters should have to work to find out what they need to know, even if the only work involved is deciding whom to ask. Note, though, that it’s incumbent upon you as GM to present more than one avenue of approach for investigation, or, at the very least, to avoid shutting the players down if they come up with something that you didn’t think of. I’ve played in games where the GM had very specific ideas about how problems should be solved, how the players should go about getting from point A to point B, and what the players should know at various stages of the game. I accept that sort of thing in computer “role-playing” games, because the computer program has to proceed in a specific way. As a human being, however, you are above this sort of linear progression, and can allow players to learn from whatever sources they can think of. (And this really all goes back to a point I’ve made before: Players like it when their ideas pan out. They don’t like it when they try something clever and the response from the GM is “That’s clever, but I didn’t think of it first, so it won’t work.”)

• Give ‘em what they want: I played in a World of Darkness game once many years ago in which our characters found it necessary to infiltrate a Technocracy base. For those who didn’t play Mage: The Ascension, that’s a bit like infiltrating the Death Star, only the Stormtroopers can shoot straight, don’t all carry master keys, and generally aren’t complete idiots. It’s walking into the meat grinder, we knew, so we wanted to be prepared. So, calling in our contacts and a lot of favors, we got a complete readout of the base, a schedule for the guards, technical data on how everything worked, and lists of staff and their capabilities (from a scientific/magical standpoint). Far from making it too easy on us, we discovered exactly how screwed we were. Having the information gave us the possibility of victory; without, we’d have been dead. To take a cinematic example, consider The Usual Suspects. The characters know that the job they are being forced to do is a suicide mission, but they know everything they need to know to pull it off.

My point, here, is that if the characters go into a situation blind, they can justifiably blame you if things go wrong, especially if you’ve been coy or downright misleading up to that point. If they know everything they could have known (or if they skimped on their research), they’ve got no one to blame but themselves.

This isn’t to say, of course, that things can’t go wrong or that the enemy can’t have tricks up its collective sleeve that the characters couldn’t foresee. Such surprises are very much in-genre for most of the settings of role-playing games. The point is that there’s a difference between information the characters could not possibly have known and information they should have known, but you wouldn’t tell them.

An example: Against my better judgment, I played in a Dungeons and Dragons game run by a first-time GM. She had her story all planned out, she said (which should have been a big warning sign). I played a druid, one of the other players made a duelist character, which is some jumped-up form of fighter that uses two weapons or something (I don’t like the d20 system and I don’t keep abreast of the 1.4 billion prestige classes currently available). Anyway, his character and mine walked into a bar and got jumped by a lot of toughs. The duelist hit one of them with a blow that should have killed him, and the player, quickly doing the math, figured that the “bar brawler” had to be a high-level fighter to survive. Turns out all of those brawlers were high-level fighters.

Ignoring the cliché of a bar fight breaking out in a D&D game (I'm not opposed to the classics), the GM really should have given the duelist’s player some kind of check to notice that these guys were all armed, that they carried themselves like professional fighters, that they look battle-hardened, etc. Instead, she chose to lure the player into a sucker bet. That’s not a good way to get people excited about playing in your game.

• Don’t tell them everything: The more you reveal to your players, the less they’ll fill in the blanks. I love it when players come up with explanations for what’s going on. Sometimes I even replace my actual plots with player-inspired lunacy. It’s a question (like most of Storytelling) of balance — give them as much information as they need, but not so much that they don’t need to find out how the story ends.

Four Simple Tricks to Avoid Under-Informed Players

• Know what there is to know: When I write scenarios and settings for game companies, I tend to spend a lot of work count on an area’s history and what has come before the players arrive. That’s because if the GM knows what’s happened, he’ll know what the players can potentially discover. I can’t predict, as a writer (or as a GM, for that matter) what the players are going to do, so the best I can do is know what information the players can find and let them find it. In my opinion, writing down the history of your setting or events is more important than statting out your antagonists. You can make up stats on the fly or use characters out of a book. Making up history and keeping it consistent is much trickier.

• Some Information is Crucial: One of my guiding principles as a GM is that I don't ask for rolls if I'm not prepared for the result. This principle is especially true in the information-gathering phase of a story, and I tend to run highly investigation and mystery-focused games, so I have to be conscious of what the players know and how they can find out the truth. In any given investigation-focused scene, thinking about what information the characters must walk away with. I'd even advise giving players the same information in a couple of different ways; it allows for confirmation and nuance. For example, a group of characters are looking into the disappearance of a local high schooler. Her parents think that she was a model teenager, but investigating her online presence (avenue of investigation #1) reveals chat logs and a browsing history of a decidedly more prurient nature. Discussion with her friends at school (avenue of investigation #2) reveals that she had an "older boyfriend," but that she had been "caught behind the bleachers" early in the school year. Same information - the girl was secretly sexually active and engaging in risky behaviors - but two points of reference and several opportunities for follow-up investigation.

For further consideration, have a look at the GUMSHOE system. I haven't played it yet, sadly, but I've read Trail of Cthulu, which uses GUMSHOE. The basic idea is that rather than rolling dice to have your characters obtain clues, you spend points. As such, you'll never miss a clue or a plot point due to a failed roll. You can spend points based on different investigative skills, though, so you'll get different information depending on how your character goes about it.

• Consider the characters’ avenue of approach: If you’ve got a group full of combat-ready characters who can barely read, they aren’t likely to spend days in the library looking through hoary old tomes. They’re more likely to go beating people up for information. Look over the character sheets, pay attention to how the players like to do things, and structure the information and the vectors of the information accordingly (players, this also means you need to play your characters appropriately — your hulking barbarian with no idea which way to hold a book probably shouldn’t suggest going to the local scribe and asking to poke through scrolls, though he might well suggest poking the scribe with sticks until he finds the information for the party).

• Everything is fluid: I’ve said this before, but it bears repeating: Be ready to scrap a plan, a fact, a character or a plot point the second your players come up with something better, especially if they have all the information and come to a completely logical conclusion that just happens to be miles away from what you came up with. You’ll usually find that tweaking a few details makes all the difference, and that you don’t need to change everything, just enough.

In closing, remember that you aren’t telling the story to the players, you’re telling the story with the players. They should be informing you just as you inform them.