Category Archives: WtF
Death is Always an Option
As a matter of fact, not only is the death of PCs an option, it’s the one I look forward to each time I run the game. Sadly, it sometimes just isn’t very likely. Even more sadly, tomorrow’s Mage game is looking to be one of those times as it seems as though my players will actually spend some time gathering information. It’s been a while since they’ve done anything remotely resembling research, which I have to admit isn’t entirely their fault. Sometimes fans get hit, and things need to be sanitized. When that happens sooner is generally better than later.
For example, on their way back from dealing with the “crazy homeless guy” who was actually a former police officer that was about to change into a Werewolf for the very first time*, the Mages and Werewolves stumbled upon a nun that was possessed by a demon. This is the kind of thing you typically want to fix as quickly as possible. you want to take care of it even more quickly when you realize that the demon is Sangre Santo:
Sangre Santo is not much fun at parties. He does enjoy making deals though!
My co-GM and I made sure that there was at least one way to come out of the encounter unscathed. We also allowed for the possibility that they would figure out other ways to come out of this OK, though we could only think of the one, and we were reasonably certain they wouldn’t avail themselves of it.
As you may have already guessed – they didn’t.
Death was very much an option during this encounter. In fact Sangre Santo made it quite clear that he might kill them all quite by accident if he wasn’t careful! The sad truth is that this is one of those cases where simply killing them didn’t make sense. Quite frankly, that would have been way too passe for Sangre Santo. He didn’t want to kill them, he wanted to corrupt them. If he had to knock each and every one of them unconscious and then play “Let’s Make A Deal” with the first one to wake up over and over again until someone broke down and decided which one of their friends should be killed, so be it. After all, being an abyssal entity means that Sangre Santo has too much time on his hands. While this made a TPK unlikely, it did make it quite possible that one of the characters would be forced to sentence another one to death in order for the majority of them to live. Since it is unlikely that any player would make this choice, a successful “RESOLVE + COMPOSURE” roll would have been needed to not give in. The corrupted PC would have suffered some Morality loss and a possible derangement, the other PCs would be shocked and horrified (well, the ones that weren’t the dead one anyway), and my co-GM and I would have congratulated each other on a job well done.
Of course, failing that Sangre Santo would have eventually gotten bored again and just killed them all in the hopes that more entertainment would arrive soon.
The PCs actually caught a break here. It was down to final health points for several of the characters, and the big guy himself. Aenaiyah pulled a Hail Mary and managed to sever the connection between Sangre Santo and the mortal plane just before he managed to kill her.
This entertained him so much that he later sent her a gift!
Sangre Santo is nothing if not appreciative of a good time.
It’s important for death to be a very real threat in the campaign. The possibility of character death creates a sense of urgency and tension. The specter of death makes it clear to the players that the choices they make for their characters are important. The trick is that too much death, senseless death, and unavoidable death cause the same problems that no fear of death causes. If the players know that their characters are going to die anyway it takes away that very sense of urgency and tension – they are going to die no matter what they do!
Death needs to always be on the table, but it should always make sense, always be meaningful, and always be avoidable. If it isn’t it becomes cheapened. It becomes a certainty instead of a risk. Once the outcome is certain it just isn’t much of a game anymore.
*Let the record clearly state that the Mages and Werewolves actually opted to help this guy! (Let it also clearly state that previously the Gaurdian of the Veil handed him a fresh bottle of whiskey and pointed him toward the nearest subway tunnel.)
Paradox Lost
Who thinks the paradox rules for “Mage The Awakening” really suck?
(No comments from the PC’s please. I wasn’t asking you.)
Take my word for it, they suck. My Co-GM and I can spend countless hours building an impressive array of antagonists to go up against my group of Mages (and his group of Werewolves) in preparation for the big fight at the end of a chapter, and what do my thoughtless, inconsiderate Mages go and do?
I’ll tell you what they do.
They create a gravity well the size the friggin’ building under my antagonists feet (while they, of course, stand just outside the door). This not only makes it impossible for my poor Promethean and friends to move at all (you try moving in 5 times normal gravity), but literally brings the house down on them, crushing them all to death.
We hates the Mages Precious!
My one joy in all of this is the fact that the gravity well spell is horrifically vulgar. I smile happily as I point this out and we begin to calculate the Paradox pool.
Sadly the antagonist, being a Promethean, is in an isolated and unpopulated area – so there are no sleeper witnesses. It’s the first vulgar spell of the scene, so that gives me the Mage’s Base Paradox Pool to work with. At Gnosis 4 this happens to be 2 dice. It isn’t much, but I laugh with evil glee as I select my 2 dice. Mua-haa-h…
“But wait! Not so fast Story Teller! I’m using my arcane tool, and this spell is a rote! That’s -2 dice.”
And so this horrifically vulgar spell’s Paradox Pool is reduced to a chance die. A CHANCE DIE! What’s up with that? In the highly unlikely event that I manage to roll a success this pain in my butt will simply take 1 Resistant Bashing Damage and laugh it off. Bastard.
Clearly, something must be done… but what?
I have a few ideas:
- At the very least absorbing Paradox should be a difficult thing for the character to do. The character must succeed on a RESOLVE + COMPOSURE roll in order to mitigate the Paradox by taking Resistant Bashing Damage. (1 Health Point can be absorbed per success on the roll).
- You have absorbed a Paradox – this is some nasty shit. The damage is lethal. (Who’s laughing now?!)
- The Paradox is determined by the spell-casting roll. Any 1’s that are rolled as part of that roll contribute to Paradox. The more dice you have to cast the spell, the greater the chance of a Paradox.
Let’s make Paradox the nasty, scary, in your face deterrent it’s supposed to be! Who’s with me?!









