Way back in the mists of time, I remember people referring to Awakening 1e as turning the social setting of Mage (the consilium) into that of Vampire (we're talking back when Awakening was still pretty new). Now, recently, I've been reading some of the more social-focused books of Masquerade Revised, and suddenly I saw what people meant. The consilium system (at least as it was in 1e) wasn't just vaguely similar to the basic Camarilla city from Masquerade, it was much more one-to-one. There's no Elysium or keeper, but everything else is more or less there.
That got me thinking; I remember Malcolm Sheppard (one of the recurring writers for Awakening) mentioning in an interview years ago, that the dominance of the Orders in the setting was something that arose largely from player feedback. Like, originally Paths were supposed to be a sort of co-equal method of mage organisation with their forums, which haven't been seen much since their introduction in Tome of the Watchtowers. However, for whatever reason players tended to gravitate towards Orders, so they became the predominant organisation system for the game.
These two things made me wonder; what would an Awakening that actually played into the Masquerade comparison look like? Like, the original comments of Awakening borrowing the social system of Masquerade were almost always meant as criticism, but actually reading the Revised stuff made me think that a combination of Mage with the oppressive generational politics of Masquerade could be really interesting.
So, I've been mulling over the idea for a while now. My ideas so far are:
- No Orders. I think this needs to happen to give the Paths the social spotlight. Though, I think I'd still have their philosophies floating around, they simply aren't institutionalised as in the base-setting.
-The Paths are mutually incomprehensible. Basically, the Paths know that other paths are mages, but the mutual intelligibility that base-Awakening has isn't present. Hopefully, this should drive the division into Paths.
-All Arcana dots require a teacher. This is to create the Masquerade-style tension between new and old mages. Actually, I don't think this should be a hard and fast rule; I just visualise gaining an arcana dot independently as being kinda like the initial process Imperial Mysteries describes for crossing the threshold. It takes a lot of work and dedicated research, and is basically a story unto itself.
-Cannibalising the Order social structures. I admit this is a little odd, but the potential organisations that we have for the Paths are about a paragraph each from TotWT. So, I thought it might be interesting to recycle the underlying social structures of the Orders as the skeleton for Paths having their own cultures. So:
-Acanthus: Being Fate mages, it seems obvious to make their culture all about oaths, in the vein of the Arrow; though maybe a bit more focus on the letter rather than the spirit.
-Obrimos: These guys seem pretty cut out for the Ladder's focus on law, and following general principles.
-Mastigos: I thought their mixture of hierarchy mixed with social ambiguity made a good fit with the guanxi system described in Mysterium.
-Moros: Their whole theme seems to me a decent fit with the basic democratic system of the Free Council.
-Thyrsus: They seem to already have a kind of rough and ready meritocracy, somewhat reminiscent of both the Guardians and the more aggressive Arrow.
I'm not wedded to these by any means, it just seemed a useful way of quickly generating a social culture for each path in imitation of the way Masquerade has each clan having their own politicial culture.
There may be more stuff I've forgotten; I really just wanted to get my ideas down. Any comments or suggestions are welcome.
That got me thinking; I remember Malcolm Sheppard (one of the recurring writers for Awakening) mentioning in an interview years ago, that the dominance of the Orders in the setting was something that arose largely from player feedback. Like, originally Paths were supposed to be a sort of co-equal method of mage organisation with their forums, which haven't been seen much since their introduction in Tome of the Watchtowers. However, for whatever reason players tended to gravitate towards Orders, so they became the predominant organisation system for the game.
These two things made me wonder; what would an Awakening that actually played into the Masquerade comparison look like? Like, the original comments of Awakening borrowing the social system of Masquerade were almost always meant as criticism, but actually reading the Revised stuff made me think that a combination of Mage with the oppressive generational politics of Masquerade could be really interesting.
So, I've been mulling over the idea for a while now. My ideas so far are:
- No Orders. I think this needs to happen to give the Paths the social spotlight. Though, I think I'd still have their philosophies floating around, they simply aren't institutionalised as in the base-setting.
-The Paths are mutually incomprehensible. Basically, the Paths know that other paths are mages, but the mutual intelligibility that base-Awakening has isn't present. Hopefully, this should drive the division into Paths.
-All Arcana dots require a teacher. This is to create the Masquerade-style tension between new and old mages. Actually, I don't think this should be a hard and fast rule; I just visualise gaining an arcana dot independently as being kinda like the initial process Imperial Mysteries describes for crossing the threshold. It takes a lot of work and dedicated research, and is basically a story unto itself.
-Cannibalising the Order social structures. I admit this is a little odd, but the potential organisations that we have for the Paths are about a paragraph each from TotWT. So, I thought it might be interesting to recycle the underlying social structures of the Orders as the skeleton for Paths having their own cultures. So:
-Acanthus: Being Fate mages, it seems obvious to make their culture all about oaths, in the vein of the Arrow; though maybe a bit more focus on the letter rather than the spirit.
-Obrimos: These guys seem pretty cut out for the Ladder's focus on law, and following general principles.
-Mastigos: I thought their mixture of hierarchy mixed with social ambiguity made a good fit with the guanxi system described in Mysterium.
-Moros: Their whole theme seems to me a decent fit with the basic democratic system of the Free Council.
-Thyrsus: They seem to already have a kind of rough and ready meritocracy, somewhat reminiscent of both the Guardians and the more aggressive Arrow.
I'm not wedded to these by any means, it just seemed a useful way of quickly generating a social culture for each path in imitation of the way Masquerade has each clan having their own politicial culture.
There may be more stuff I've forgotten; I really just wanted to get my ideas down. Any comments or suggestions are welcome.
Comment