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Any crash course information for me? That'll help me present the Orders in the way that doesn't seem like friends slap boxing and more cut throat? Or is there a different answer in Mage for a political savvy game?
I am very new to Mages cosmology, but I thought the Seers were more of "kill or be killed on sight" no so much veiled threats and political under minding.
I'm approaching building the game from the top down so I know the hierarchy and how my players can eventually try to elbow their way in.
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Sell me on the ordersHey! Setting up my First Mage Game, we usually play Vampire, I needed a little guidance on the orders. In contrast to vampire where each covenant has vastly differently beliefs. It seems in Mage that each order is more like a sub faction of one larger Order rather then completely different belief systems of origins and such, or am I understanding it wrong?
Setting up my First Mage GameI am putting together my first Mage Game, we usually play Vampire. We are taking the option from the chroniclers guide of a "pathless" game where Arcana can only be increased by a mentor with that level as there is no connection to the higher realms. We're also saying any Arcane experience can also be used without a mentor.
How or what would be the best way to make these mentor tutor sessions more then just down time sessions at the completion of a story earning the mentors teaching. I'd like to make it more then, "ok the older mage agrees and you spend the next six...
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