Author Archives: Mage Mistress

Player Priorities


One of the trickier things to deal with when running a long term campaign is player absences. It’s bound to happen from time to time when a campaign stretches out over a couple of years, and when it does it leaves you stuck figuring out what to do with that player’s character during the session they missed.

Many GMs would say that this is the perfect time to put that character in mortal danger. This approach does have the advantages of:

  • Being fun
  • Making an example of this player to others who would dare miss your glorious session
  •  Being really fun!
  • Deterring this person of questionable priorities from ever missing another session
  • Did I mention that it’s fun yet?
What it lacks however is the pure bliss that only slow torture can bring. Sure, I can kill your character if you don’t show up, but frankly I can kill your character if you do show up, and if I do it while you’re there I get to see your anguish as the dreams you had for your pitiful creation are smashed to bits before your very eyes. I can watch as the tears stream down your face and hear as you cry out in pain, “Why goddess, WHY?!”

… excuse me… I was having a moment there…

Really, the only thing that can top killing your character while you watch is killing your character while you watch after having spent several sessions stringing you along and giving you hope that I’ll be a merciful goddess after all, as all the while I am making life absolutely miserable for your poor witless character.

For example, when a certain Mage who shall remain nameless couldn’t make it to NY from Boston for a session or two I could have easily had him be hit by a meteor or devoured by a spirit. I can’t deny that I would have enjoyed that.  Who wouldn’t? I decided instead to savor the moment by having this former scientist turned Awakened Mage run some experiments in the Sanctum’s basement… after asking if this was something his character might be doing of course. You see, I knew perfectly well that said unnamed player would think it a marvelous explanation for his spending time away from the group. By asking a question to which I already knew the answer, I made it entirely the player’s fault that what happened next happened at all.

So, what happened next you ask?

Well, only that his character, by messing with spells he really didn’t understand yet, created an extended Paradox that not only nearly blew the entire Sanctum (and all of Manhattan if you believe the Acanthus Mage) straight to Hell, but created a Prime Manifestation duplicate of the Mage in question. I then had that player play his own evil duplicate for a while, and attempt to widen the affected area to make for a larger boom at the end of it all. Then his actual self called Aenaiyah while she was talking to him in the house, and hilarity ensued! Now his Cabal-Mates don’t trust him at all, and live in dread fear of the possibility that he might ever miss a session in the future.

And now that I think about it, I believe he won’t be making it to the next session, will he…?

And then there’s all that stuff the senile Moros Mage can’t remember he did when his player missed three sessions in a row! Like when he… oh… wait… they don’t know about that yet… never mind!

Slow Torture: it really is the only form of punishment a GM ever needs!

Mages Make Me Cry

The Hits Just Keep On Coming


It took some doing, but I did finally manage to put together a mostly coherent timeline based upon all that horrible brain busting stuff I posted last week.

Here’s where we stand:

The PCs (AKA: “The Good Guys”) lured a Seer of the Throne to Central Park with claims of wanting to talk with her. She specifically asked if she was to show up alone, and when Damien (“Good Guy”) said “No, you can bring someone else” she dropped her guard a bit and brought someone.

The PCs (“Good Guys”) shoved her through a portal and started beating on her as she tried to escape.

~~~~~REDACTED: To Prevent Sanity Loss~~~~~

The PCs (“Good Guys”) continued to beat on The Seer while she couldn’t get away.

The Seer (Evil Doer) healed herself in the hopes of escaping when the spells that held her in place wore off, if she lived that long. She was kind enough to warn Aenaiyah that if she dies it will be harder to get to Betsy.

Rex (“Good Guy”) said that it wouldn’t be a problem because they would simply interrogate her ghost – so no one should hold back and they should just kill her. He uses plasticity to mold a chunk of concrete over the portal so that Seer +1 can’t use the portal to get into the room with them.

Arrow (Good Guy – note the lack of quotation marks) suggests that killing her isn’t a very nice thing to do, and maybe they really should hear her out since it isn’t like she has attacked them yet! (I feel compelled to note here that Arrow has, if not the lowest Wisdom in the group, the second lowest. I may have to fix that!)

The Seer’s +1 turns the air around everyone in the room into chloroform, which would knock everyone out without lasting ill effect. Sadly, everyone makes their stamina roll and has one more round to act as the gas begins to work. (They were in a big room.) Some take this round to continue beating on a woman who is about to be knocked out by chloroform anyway. Rex (the matter Mage) spontaneously creates respirators to prevent his Cabal from being affected by the gas.

Seer +1 drops the chloroform, clearly it won’t be helpful at this juncture, and turns a chunk of concrete into a massive swarm of wasps. (Wasps can sting more than once, and they provide good cover for his fellow Seer to escape.)

Arrow becomes the Wasp Queen and holds the wasps at bay. His Cabal-Mates take advantage of this opportunity to continue beating on the Seer who has not attacked them even once until she slips into a coma.

The Seer lies dying in a pool of her own blood.

Seer +1, frustrated at this point, finally lashes out and casts “rotting flesh” on Aenaiyah sympathetically and comes close to killing her. Somehow she manages to live long enough for Argus (“Good Guy”) to wipe all the sympathetic connections Seer +1 has to the room, making it impossible for him to breach the ward. #pout

Fortunately for the Seer, Arrow stabilizes her so that they can, you know… talk to her about what she knows regarding the whereabouts of Aenaiyah’s sister. (He does this after he gets the wasps to leave the room of course.) It seems as though they have decided to forcibly invade her mind instead.

And remember… these are the good guys!

Mages Make Me Cry

Time Keeps on Slippin’


Tomorrow I am faced with the unenviable task of figuring out precisely what actually happened during last month’s Mage session. If you’re wondering why that’s so difficult (after all, I was there), then you don’t realize that last month’s session involved dueling Time Mages.

My brain hurts just remembering that there was a session last month.

Then there is the communication spirit standing around the cabal’s Silver Ladder Mage, Arrow, with a sign telling him that there is a problem with their phones that they noticed just after the poor innocent young woman that they were trying to kidnap managed to punt herself backwards in time long enough to escape from their kidnapping attempt. Except of course that she didn’t manage to punt herself backward in time because a certain purple haired troublemaker (AENAIYAH!) punted herself backward in time to erect a time lock to prevent the punting from ever happening.

Just before all of these actions that didn’t happen Aenaiyah was kidnapped in retaliation for the kidnapping attempt that her friends had just initiated… but that didn’t happen either because – you guessed it – she pushed herself back in time a few seconds to give herself a chance to escape the fact that the air around her head had just been turned into chloroform…wait… was about to be turned into chloroform… by entering the portal to where her friends had been beating on a poor defenseless Acanthus Mage who had just punted herself backward in time before Aenaiyah arrived.

Which didn’t happen because when she arrived and discovered what happened… almost… because it didn’t happen… but when she first got there it really  had in fact just happened… sort of…gah!… she went backward in time to prevent it.

Fortunately for her (and for what’s left of my sanity) she left a message with someone who has an Acanthus friend and knows better than to ask certain questions to remind her to cast a Time Locking spell when she stops by later as part of the kidnapping attempt preparations… just because it’s a good idea and she might forget later.

My decades of Doctor Who fandom served my well last month. The fact that “Bill and Ted’s Excellent Adventure” is permanently etched into my semblance of a brain certainly didn’t hurt either. (remember a trash can!)

Large doses of alcohol would really come in handy tomorrow – so I’m expecting donations from my players. Hopefully they know what’s good for their characters.

It is a fleeting hope.

Mages Make Me Cry

Keeping it Real


Life is stranger than fiction. Pretty much anything you can think of, someone out there has tried to do. Scary thought, isn’t it? That very fear makes life excellent RPG session fodder!

Even as I type this I’m watching Ancient Aliens. I know what you’re thinking. Ancient Aliens isn’t exactly chock full of gritty realism – but it is an attempt to explain some pretty strange real world stuff. Could the Carnac Stones have been arranged by space travelers visiting our planet in a long forgotten past? Maybe. Or maybe it was actually Ancient Mages. Maybe Carnac holds some clues to the location of Atlantis, and the nature of the Fall! Atlantis itself gets screen time on the series also, as well it should!

And if you’re looking to build an ancient civilization (Awakened or otherwise), you owe it to yourself to watch Engineering an Empire. Then let your players try to tell you what features should or shouldn’t be in your city! (Bonus: the more you know about the architecture, the easier it is to lay sneaky traps!)

Programs like History’s Mysteries provide wonderful background for modern day stories. My own campaign’s story involves the truth behind the secretive project MK-Ultra, and what hopes (and fears) LSD brought to Awakened societies.

Of course your game world is your own creation, and as GM it’s up to you to decide how to adapt reality to your setting. Remember, any shows you’ve seen or books you’ve read, your players can find them too. If you take things too precisely from the research you may find that your players can guess where the game is headed a little too easily. The research is a starting place, and the truth for your game world need not exactly mirror the real world. You don’t have to stick strictly to reality, but taking a real world situation and tweaking it just a bit can bring a very real sense of dangerous urgency to your campaign.

Mages Make Me Cry

Inspired by Fictional Events


A wise man once said: “Plagiarize! Plagiarize! Let no one’s work evade your eyes!”

I prefer to call it an homage.

As RPG players I’m sure we’ve all done it at least once. You name your character after a favorite character on a TV show, or in a book. Some of us like to make sure that our characters have a good song to go with their name. You might name your Changeling Motley after a band (Motley Crüe)… or a TV show (The Fae Team)… or both – you know, if you’re just that kind of special. Heck, you might have a tabloid in your universe called “Sick, Sad World!” It’s a tribute! The original creator would probably be honored to know that their work has been so inspirational. I know I like to think so.

While I generally try not to lift a plot directly from something else, the fact of the matter is that intentional or not it may well happen. After all, with so many books, and movies, and TV shows, and songs, and rambling blogs being written every day there is bound to be some crossover. Great minds (or in my case not so great minds) are bound to think alike at some point. I try to avoid it mostly because if I lift a plot device or a puzzle directly from something I’m familiar with, chances are my players will be just as familiar with it. That said, some settings are just too juicy to pass up. For example, if you make your PCs a camera crew filming a paranormal reality TV show at an abandoned asylum I can assure you that hilarity will ensue!

Truth be told I really do prefer the oblique references to things. For me, naming a character directly for another character is a little too easy. I can’t pretend to be above it completely, not without being ratted out anyway, but sometimes there is a better way. Could I have named my Adamantine Arrow Sentinel Eowyn after a certain shield maiden of Rohan? Xena, Artemis, Buffy… all are names that conjure images of kickass chicks. Any of these would have been appropriate for her but that would have been too easy. Instead I decided to name her Glamdring, after Gandalf’s Sword. I ask you, what mage kicks more ass than Gandalf? (No offense Potter. When you tell the Balrog of Morgoth the he SHALL NOT PASS you let me know, k?)

My little trick of naming Mages after cool weapons fell into place real easy. I have a Glamdring, a Narsil, a Guthwine, an Orcrist*, there are just so many named weapons in Tolkien to choose from – and with the rate at which my PC’s look for trouble that’s a very good thing! What’s scary is how easily other things in the campaign fit the theme without my consciously thinking about it. A few weeks after the campaign started I picked up my Seers of the Throne book and it fell open to an entry about the Seers of Panopticon! What better enemy for a group of people named for Tolkien Weapons than the Seers of the Great Eye?! It was a strange quirk a Fate I tell you, the book opening right to that page when I set it down… completely randomly…like…that…

Naaaaaaaah… it couldn’t be…

Mages Make Me Cry

*Hmmmm… I wonder if Sting is a Mage in my World of Darkness…