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  • #16
    Just a small piece of advice from our own experience: don't have your character running around with just a single dot in a couple arcana and no rotes for TOO long. It's cool at the beginning because you are doing impossible and wondrous things, but quickly it can get a bit frustrating to try to do even simple things with a dicepool of just two or three dice (since they will probably have limited access to yantras, too). Either let them "learn quickly" or have a time jump before things get to that point.

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    • #17
      So following up on this, we finished up the intro scenario and I'm going to be focusing on setting building and the Awakenings next week. Aside from the core book, what older books will give me the most imagery about the Supernal Realms to mix into the Awakenings?

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      • #18
        Astral Space, it doesn't deal directly with the Supernal but deals the most with surreal imagery.
        Personally I would look more towards the Character and their Path, take a scene from their life and then apply the appropriate Supernal symbols directly onto that.
        Awakening is all about realizing the underlying truths of the world more than taking an exotic journey to an alien environment.

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        • #19
          Originally posted by 2ptTakrill View Post
          Astral Space, it doesn't deal directly with the Supernal but deals the most with surreal imagery.
          Personally I would look more towards the Character and their Path, take a scene from their life and then apply the appropriate Supernal symbols directly onto that.
          Awakening is all about realizing the underlying truths of the world more than taking an exotic journey to an alien environment.
          Yes my plan is to make it more of the waking dream variety, similar to whats described in the core book, but was just looking to see which books had info on what those Supernal symbols are.

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          • #20
            Tome of the Watchtowers and Summoners are what made me best prepared to play out Awakenings which are my faaavorite aspect of Mage.

            But, two more places to draw from are the Threshold seeking located inside the Imperial Mysteries book as well as, oddly, the spells!

            Spells and making allusions to what is possible to mages is great symbology, really try to showcase what symbols exist behind the spells your characters will cast! It also helps new players realize spells and what is available to them if you can show what spells you predict they'll be using most in the awakening itself.

            But Imperial Mysteries can be used to make a really deeper more mystrious Awakening by foreshadowing a possible future archmastery---but only if you are subtle and delicate.
            Watchtowers just straight explains the realms and whats there. cool!

            And Summoners has a bestiary of Supernal Denizens for you to summon, but, you can meet some during the Awakening, and also, how to cook up more and how they act. and of course how they act teaches you their environment so you can reverse engineer Awakening scenarios.

            THEEE most important thing is that the Awakening is meaningful personally to each character. They need to feel enlightened, VERY much so. Almost desperate to express that gnosis. Read the Gnosis section in character creation over again and ponder how you can make an Awakening trigger that feeling of *knowing*, of being the only knowledgable one in an ignorant world.

            the best hubris comes from mages who were enraptured with their awakening (me!), or those who ignore its lessons

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            • #21
              How other mages can interact with someone's Mystery Play? The core book suggests it's possible, mostly to prevent someone from Awakening.

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              • #22
                Originally posted by Gantolandon View Post
                How other mages can interact with someone's Mystery Play? The core book suggests it's possible, mostly to prevent someone from Awakening.
                A mage of the same path can see the mistery play going on.
                To interact he can simply meet the mage or the supernal creatures (entering in the "plot" of the awakening)

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                • #23
                  It will be given more mechanics and storytelling description hints in the upcoming SIgns of Sorcery book


                  A god is just a monster you kneel to. - ArcaneArts, Quoting "Fall of Gods"

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                  • #24
                    Originally posted by Scarlet Witch View Post
                    Tome of the Watchtowers and Summoners are what made me best prepared to play out Awakenings which are my faaavorite aspect of Mage.

                    But, two more places to draw from are the Threshold seeking located inside the Imperial Mysteries book as well as, oddly, the spells!

                    Spells and making allusions to what is possible to mages is great symbology, really try to showcase what symbols exist behind the spells your characters will cast! It also helps new players realize spells and what is available to them if you can show what spells you predict they'll be using most in the awakening itself.

                    But Imperial Mysteries can be used to make a really deeper more mystrious Awakening by foreshadowing a possible future archmastery---but only if you are subtle and delicate.
                    Watchtowers just straight explains the realms and whats there. cool!

                    And Summoners has a bestiary of Supernal Denizens for you to summon, but, you can meet some during the Awakening, and also, how to cook up more and how they act. and of course how they act teaches you their environment so you can reverse engineer Awakening scenarios.

                    THEEE most important thing is that the Awakening is meaningful personally to each character. They need to feel enlightened, VERY much so. Almost desperate to express that gnosis. Read the Gnosis section in character creation over again and ponder how you can make an Awakening trigger that feeling of *knowing*, of being the only knowledgable one in an ignorant world.

                    the best hubris comes from mages who were enraptured with their awakening (me!), or those who ignore its lessons

                    This all seems like really interesting advice. Do you have any examples of what inspiration you get from the spells? Also, what is it that you got from Imperial Mysteries to help with the Awakening specifically?

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                    • #25
                      In Imperial Mysteries there are challenges to becoming an archmage. To get started you need a second Awakening. The first one made you a Mage by making you confront the Lie and that philosophical battle attracted a Watchtower to guide you. Without that tower, you'd either fall asleep or become a sleepwalker.

                      The next epiphany is about yourself, or your own relation to the Supernal. The one in the book is a woman finding her own true name, and a man who changes his relationships with magic and his students. Its a finding yourself exercise, but it can be more nuanced. In either case, your world needs to be shooken up again.

                      So one of my players I had an abyssal monster stalk them from the abyssal part of your Awakening, the brief part of nightmares where your soul crosses the Abyss to the Supernal. THIIIS was more relevant in 1e which is when I played with my friend for this, but, it was important for this Mystery Play to make sense. So his character was Obrimos and in the Aether he was safe from the gulmoth that was after him. Here, he encountered the truths of the Aether, and witnessed sounds made or fire and discussed truth with seraphim and discussed physics with elementals.

                      EDIT: long posts on phone are bad idea.

                      So it was mostly spaced themed, and he got to visibly surf on gravity waves and walk roads of stardust and sound to the Watchtower, where an angel said truth cannot be changed. He then Awakened.

                      During the game itself though, he came to discover that a childhood friend was Scelesti, Legion, aaand apparently signed under the Lonely Watchtower of the Abyss (another old abandoned 1e thing).

                      He wanted to rescue her but everything in the cosmos was saying there was nothing to be done. This truth cannot be changed, she belongs to the Abyss.

                      Truth cannot be changed.

                      By confronting this, his character eventually triggered his Treshhold Seeking when he learns from an archmaster's subtle hints that supernal symbols are mutable. The hint at his awakeninf that the angels can be changed helped him get started. Next was the abyssal challenge, where he encountered the gulmoth from his Awakening at the foot of the Lonely Tower. He found his friend's name and blasted it off with Prime, which normallu wouldnt work, but her name became the quintessence of his Archmastery, and then he went to the Supernal for his next challenge. After confronting an angel on the nature of power truth and free-will, Dominic realizes that he can save his friend by changing her true name to something else. However, what to choose? He divines a name she'd like and uses that, while the angel had tempted him to use a name *he'd like*. Renaming his friend saves them both, truth is rewritten, and aponeia triggered. He returns as an archmage with his friend renamed and having no memory of being a scelestus, although now shes a mastigos and kind of grim for it. Some other changes occur as well, not all of them good, but Dominic takes his blessings.
                      Last edited by Scarlet Witch; 12-17-2018, 06:04 PM.

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