Blog Archives
RetCon Relic Romp
I’ve decided that this year I’m going to run 2 games at RetCon: Long Island’s Gaming Convention. I’ve also decided that this year, one of them will be a “Mage the Awakening” game.
I never tried to convince anyone here that I’m sane. This blog is called ‘A “Mage the Awakening” Game Master’s Descent into Insanity’ after all.
I’m all about truth in advertising like that.
Anyway, so I’ve decided to up the ante by running two games this year. One will be the highly successful session I ran at last year’s convention called “Asylum”. I named it that before I realized that White Wolf published a supplement with the same name. I have since considered re-branding it “Truly Terrifying Tales: The Asylum” to distinguish it from said “World of Darkness” supplement, but it’s already on the schedule and I’ve been a bit lazy about changing it, I admit. Of course, this entire paragraph is really just one more way to avoid thinking about the inevitable… that being the fact that I now have to write up a one-shot “Mage the Awakening” session.
I know what you’re thinking. “You run a regular Mage campaign, how hard could writing a one-shot be?” Silly you. That’s what I thought when I agreed to do this. Those were in fact the very words that flitted through my brain. (Are you sure you aren’t a Mastigos?)
The fact of the matter is that they are two very different animals.
In the campaign I have all the time I want to allow events unfold as they will. If my characters feel like making a stop at their favorite bar, The Hole in the Wall, then I have to do that much less planning for the next session. Win for me! I also get a bunch of new ammunition to use against them in the future. It’s Bi-Winning. I can always pick up the main storyline next session, or the session after that, or whenever the PC’s finally do make a successful sobriety roll. (RESOLVE+STAMINA)
At RetCon I won’t be able to do that. I’ll have one chance to tell the story. That’s it. There is no “next session” here. The pressure is on! I need to have enough material to fill the four hour slot, but not so much that they don’t make it to the payoff. This is a tricky thing with Mages. You just never know when they are going to whip some annoying spell (Postcognition I’m looking at you!) out of the book and completely circumvent the very cool meeting of the Mastigos Minds you had been planning on. It’s all terribly unfair.
Of course, there are also those times when you have the best, most awful, most wonderful thing that can’t be unseen all ready because you just know they’re gonna look at you all smug and say “well I cast Postcognition and see what actually happened”, and they just don’t bother to do it! Royal pains in my arse these Mages be!
And so I’ve decided to run what I like to call a Relic Romp. At the end of the romp is some rare antiquity which the local Concilium has assigned the PC’s to be the acquirers of. Between my hapless players and the Thaumium MacGuffin will be a series of challenges. In theory these challenges will test various attributes to determine whether or not the PC’s are worthy of obtaining the Thaumium MacGuffin. In reality, well I guess I’ll just have to wait until July to see how they do. In any case, the structure of a series of challenges will allow me the flexibility to fit the session to the time slot on the fly. If I have veteran Mage players at the table I’ll have a bit more time for throwing things at them. People who are new to Mage will need a little more time to find the spells they want to cast and I’ll be free to leave out a challenge or two if necessary to allow the end game to happen at a natural pace.
Unless of course they get stumped at the front door.*
Why not stop by to see how it goes for yourself! RetCon: Long Island’s Gaming Convention is in July this year, and Pre-Registration discounts are in effect until June 1st. You know you want to come!
*The Elven word for friend is Mellon.
Guardian of the Fail:
What happens when a young Obrimos Mage in his prime joins an order that’s seen too many episodes of Alias?
Hilarity Ensues, that’s what!
I bring to you:
Top 10 Changeling Pickup Lines
(to use if you never want to get laid again)
- 10. Do you like Arcadian Games?*
- 9. Stop hedging, you know you like me!
- 8. Like the song says, “sooner or later it comes down to Faete… I might as well be the one!”
- 7. You can Contract me any time!
- 6. Give me a chance… have a Changeling of heart!
- 5. Looking for the right person can be a thorny situation. Luckily you found me!
- 4. I may be Wyrd, but I’m fun!
- 3. What a Glamourous dress!
- 2. You hair looks quite fetching!
IF YOU NEED HELP FROM MAGES CALL ME!
*Yes, this was his first line. Clearly he has forgotten that Arcades went out of style decades ago.
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?!






