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  • Falcon777
    replied to News on the FAQ?
    In terms of content, I've been pretty satisfied with the amount I've had just from the 2nd edition core rule book, obviously looking forward to SoS, but still overall satisfied. The problem, as far as FAQ is concerned, is that there are things that the author intended for the game that aren't obvious. People can certainly rule one way or the other, and in general I think that Onyx Path does a good job of emphasizing flexibility in Storytellers so that they can take the content available and run with it. However, when the author intends for something to be a certain way and that isn't conveyed...
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  • Falcon777
    replied to News on the FAQ?
    Not sure if that would be legal or not, but I'd pay a little bit for that....
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  • I think Crapcarp's point is less to convince you and more to simply tell you why he likes the game....
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  • Falcon777
    replied to Setting up my First Mage Game
    Ah, my bad, thought I saw cannot instead of can.
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  • Falcon777
    replied to Sell me on the orders
    In answer to the original question, the orders ARE very different in beliefs, they just happen to get along far better than vampires do. An example would be the Guardins of the Veil and the Mysterium: both want to keep mysteries from falling into the hands of sleepers, but while the Mysterium will preserve any mystery they can, the Guardians are perfectly willing to destroy mysteries they believe are evil (e.g. anything to do with the abyss). Guardians will actively prevent awakenings while the Silver Ladder fosters them. The Arrow disagrees with the Mysterium about what truly needs protecting....
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  • Falcon777
    replied to Setting up my First Mage Game
    Here's a couple of questions to get you thinking:

    1: What's the role of mysteries if understanding them doesn't increase your understanding of the arcana? Addiction to mysteries is THE theme of Mage, and solving said mysteries is one of the primary ways (if not THE primary way) for mages to increase their understanding and skill in the arcana.

    2. If you can only increase your understanding by learning from a tutor and not on your own (which is incredibly un-human, by the way), how did the first mage(s) increase his (their) understanding of the arcana?

    Neither...
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    Last edited by Falcon777; 05-14-2017, 05:07 PM.

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  • Falcon777
    replied to Dissonance Edge Cases
    My understanding is that supernatural things that are not directly caused by the Supernal are treated like other supernatural phenomena: likely to be forgotten or justified away, but not because of Quiesence. So fetishes used to cast fireballs would likely be explained away as a specialized flamethrower, but the Curse isn't going to be what causes people to forget, just normal human behavior. The same would be for any supernatural ability granted by a spell.
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  • Falcon777
    replied to Sell me on the orders
    Well, first off you're not going to have politics in Mage that are as cut throat as Vampire. It simply isn't the setting. If that level of cutthroat politics is what you want then you should return to Vampire. The theme of Mage is addicted to mysteries, not politics. The consilium is mostly there just to keep mages from killing each other. Any politics in the game, at least in second edition, mostly springs from two groups of mages (or at least just two individual mages) wanting to have control over a particular mystery and neither willing to share. Sharing, by the way, DOES happen, and my understanding...
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    Last edited by Falcon777; 05-14-2017, 05:44 PM.

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  • Falcon777
    replied to Dissonance Edge Cases
    Sleepwalkers do not cause dissonance, nor do they suffer from Quiescence. That would be sleepers.

    Granted, people who witness the sleepwalker would likely be sleepers...
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    Last edited by Falcon777; 05-13-2017, 09:46 PM.

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  • That's not the point. The point is that "keys" that allow you to bypass the effects of a spell are specific to Space. They're about defined areas and the barriers in between them. That's the purview of Space. If you want to give some kind of specificity to a spell (like targeting a part of a person instead of the person as a whole as an example), add a reach to the spell. Or add Fate 2. Depends on what exactly it is that you're trying to do. But a key to bypass a spell's effects is a Space thing....
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  • Space spells don't require the spell itself to be explicit about whether or not it can have a key. That's not how keys work. Rather, a key is something that unlocks/locks the space because you can lock/unlock doors and windows and other liminal spaces. Space magic is reflecting from the phenomenal into the supernal (or vice versa if you think that people's ideas of locks and keys on windows and doors comes from the supernal). In that aspect locking a scrying window so that it is visible to only certain people on your end makes sense. The fate inclusion is for the other end of the window.
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Falcon777
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