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  • Sure, but not for free. Everything costs, and the Syndicate is tight-fisted.

    The question behind this is - how expensive is building and surviving in an undersea research station, and how expensive is dealing with occasional Sleeper interference / maintaining a miles-wide Go-Away-Sleepers field? I don't think we have any concrete idea, both because it hasn't been printed in a book and because it's Mage and who the hell knows what tech they can deploy. I'm not so much explaining why undersea stations are the Right Decision so much as providing a useful rationalization for undersea...
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  • You could put your horrifically vulgar research station in the uninhabitable part of the Sahara or on the unfashionable end of the ice shelf on Antartica, but eventually some Sleeper plane or satellite will overfly it, and you'll spend too many resources modifying their memories and records each time. Put simply, nothing is so remote as the bottom of the ocean.

    Also, depending on your interpretation of Reality Zones, you might say that some remote areas still have some trace of human Consensus from past presence. If Roald Amundsen once walked through the godforsaken chunk of ice...
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  • Yes, but it focused on the mechanical details. The harder part of custom Pillars, in my experience, is tying them to the real-world lore.

    Coming up with the reworked Messianic Voices Pillars was relatively easy for me as I was raised Catholic and am familiar with a lot of the real-world stories involving those angelic figures. Coming up with my Correspondence/Spirit Pillar was a lot harder because I don't know much about Hermeticism....
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  • Honestly, I'm more interested in different or additional Pillars than I am in more Fellowships.

    I'd like a set of Pillars for the Old Faith that doesn't seem so narrowly focused on one small part of them. Perhaps that could be accomplished by breaking down the Old Faith into sub-Fellowships with different Pillars for each.

    I'd like more Pillars for the Order of Hermes. They are the Fellowship best able to assimilate external magicks into their own Hermetic systems and thus should have the greatest diversity of options. At minimum, Materia should be available to all...
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  • Well, there's no damage from an extra half-page of text, so sure, include them.

    Personally it feels like someone suggesting all cars come with an option to replace the lap and shoulder belt with a five-point safety harness. It is provably safer to do so, and I'm sure there's anecdotal evidence of cases where such a harness would have saved a life. You can even point out race car drivers, who run the greatest danger of a deadly accident and who already require these.

    And all I'm left with is a gut feeling of, "I never really thought I needed that." But you...
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  • My point is simply that X cards are meant to handle unexpectedly triggering content, and while Wraith has a lot of potentially triggering content, it's by no means unexpected. It wears its darkness on its sleeve. The OP suggested that Wraith uniquely needed notes about these mechanisms due to its dark content, and I disagree - it has no more unexpected dark content than any other WW game.

    I suppose someone being less able to handle the nature of Wraith than they thought makes sense, but even then, an X card isn't appropriate, because those topics aren't going to go away. If they...
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  • Wraith is a game designed to make you feel uncomfortable so it's a little weird to hear people talk about avoiding that discomfort while they're playing it.

    Of course, there is a narrow possibility that a player who happily signed on for a game about death at literally every moment and with another player specifically roleplaying the darkest part of their character's mind could encounter some other subject during the game that makes them way more uncomfortable than those things, and in that case X cards would be helpful. I don't think Wraith is any more subject to that risk than...
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  • If you're willing to do some far-out HAP-based adjudication of Paradox, you can get pretty damn close.

    The main difference between Mage and Harry Potter is that in Harry Potter, Muggles aren't supposed to know about magic - so it needs to be out of sight or otherwise concealed. If there's a Muggle on the other side of a layer of drywall, you can pretty much go nuts. In Mage, you aren't supposed to diverge from the local Consensus - so in a sense, you're always being observed by Muggles, just sometimes more so as they actually look at you.

    Hypothetical Average Perceiver...
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haldir2012
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