symbolic places called Manteions like the Nevada test range or the ruins of Troy that are themselves magical symbols usable by mages
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[Open Dev]Signs of Sorcery-Introduction and Advanced Mage Sight
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To add: the Abyss isn't Supernal. That means plenty of Mysteries that won't stem from the Supernal that are going to be exclusive to mages... Horrible, reality shattering Mysteries.
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Originally posted by Solar View PostIdeally for me, all the mysteries a Mage encounters tie back to the Supernal, as the Fallen World is made up purely of the shadows of the Supernal as they filter through the Abyss.
Most canon supernatural phenomena are definitely not Supernal in origin. However, supernal magic still provides all (or most) of the necessary tools to investigate all supernatural phenomena regardless of origin.Last edited by branford; 03-21-2016, 07:30 PM.
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Originally posted by Solar View PostThe only thing that slightly puts me off about the open dev is the line that the vast majority of mysteries aren't Supernal. I don't like to crossover Mage with other game lines because, quite frankly, I find Mage to be vastly more interesting that other game lines (I can play Werewolf and enjoy it a lot, but in my Mage, Werewolves are Mages with solid Life Arcanum ratings). Is it going to be a very abnormal campaign, perhaps not playing as intended, if I run Mage without bringing in stuff from Vampire, Werewolf etc? The Spirit World and the gauntlet, sure, ghosties and that, sure, but I'd prefer not to have to bring stuff from Requiem or whatever into the mix.
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Originally posted by Solar View PostThe only thing that slightly puts me off about the open dev is the line that the vast majority of mysteries aren't Supernal. I don't like to crossover Mage with other game lines
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I hope so! All the Supernal specific stuff sounds absolutely wicked for sure and I am really pumped for that (as I always am with DaveB's stuff), I just hope it's not defined by being the minority of the mysteries a Mage encounters. Ideally for me, all the mysteries a Mage encounters tie back to the Supernal, as the Fallen World is made up purely of the shadows of the Supernal as they filter through the Abyss.
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Originally posted by Solar View PostThe only thing that slightly puts me off about the open dev is the line that the vast majority of mysteries aren't Supernal. I don't like to crossover Mage with other game lines because, quite frankly, I find Mage to be vastly more interesting that other game lines (I can play Werewolf and enjoy it a lot, but in my Mage, Werewolves are Mages with solid Life Arcanum ratings). Is it going to be a very abnormal campaign, perhaps not playing as intended, if I run Mage without bringing in stuff from Vampire, Werewolf etc? The Spirit World and the gauntlet, sure, ghosties and that, sure, but I'd prefer not to have to bring stuff from Requiem or whatever into the mix.
You can choose whatever Mysteries you want in your chronicle. I believe Dave's (and OP's) intent is to ensure that Mage cosmology doesn't overrun or dominate the entire CofD setting, and they've been insistent for quite some time that the Supernal is just a very, very small slice of the supernatural world.
Moreover, the Shadow and spirits, the Underworld and ghosts, and most everything else you can think of, regardless of whether it is explicitly included or inspired by the CofD book or other gamelines, are already not actually part of the Supernal World yet still ripe for Mage shenanigans. In fact, many of these ubiquitous setting elements will be included in the new Made core.
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I doubt that was the intention. Dave has been pretty vocal about not crossing Mage with the other lines.
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The only thing that slightly puts me off about the open dev is the line that the vast majority of mysteries aren't Supernal. I don't like to crossover Mage with other game lines because, quite frankly, I find Mage to be vastly more interesting that other game lines (I can play Werewolf and enjoy it a lot, but in my Mage, Werewolves are Mages with solid Life Arcanum ratings). Is it going to be a very abnormal campaign, perhaps not playing as intended, if I run Mage without bringing in stuff from Vampire, Werewolf etc? The Spirit World and the gauntlet, sure, ghosties and that, sure, but I'd prefer not to have to bring stuff from Requiem or whatever into the mix.
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I heard that, when Dave Brookshaw was researching Broken Diamond in Washington, DC, there was an "incident" with an associate of his involving a Metro train. Of course, Mr. Brookshaw's office refused to confirm or deny any meeting took place with this associate.
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It's better to say it's not ToTM 2 than to say it's ToTM2, because if you say so, some people will expect 1:1 translation between two and will feel betrayed when you don't just do the same material again, or don't translate their favorite bit to 2nd ed.
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I'm most excited about are advanced Yantras, complex spells, and especially Emanation realms! I've been interested in those since they were introduced in (I think) Imperial Mysteries.
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Chapter one "expands the rules for Supernal Entities and how mages summon them, giving them unique dread powers called boons on top of their Arcana."
So, we will basically be able to give a personal touch to the Supernal entities we summon? That's so cool. This and the Aedes, and beings like Aeons, Ochemata and the legendary creatures are at the top of my list of things I want to know about.Last edited by Prometheus; 03-21-2016, 10:41 AM.
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