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Author Topic: Any interest?  (Read 4118 times)

Measure Zero

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Any interest?
« on: October 10, 2007, 10:26:43 PM »
Is anyone interested in a possible bi-weekly M:tA game?  We could start a new one or continue with the old one (but with the old mages in a new situation).  It will have to wait a month or two while I work on my exams.

kenada

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Re: Any interest?
« Reply #1 on: October 11, 2007, 12:43:14 AM »
What day/time were you thinking of doing it? I might be interested (though not playing Charles).

Measure Zero

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Re: Any interest?
« Reply #2 on: October 11, 2007, 11:02:25 AM »
Depending on how things go (I don't know my schedule for next quarter, among other things), I was thinking of either Saturday afternoon at Dreese or Tuesday evening at KK.

hecateluna

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Re: Any interest?
« Reply #3 on: October 11, 2007, 11:48:21 AM »
I might do Tuesdays.  Or Saturdays if I'm not playing something else next quarter.  I'm not overly excited about white wolf, but you're a good GM.

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Re: Any interest?
« Reply #4 on: October 12, 2007, 08:27:17 AM »
but... but Charles was GREAT! He talked to his rifle and shot his brother, all in the first session! He was crazy-awesome!

Measure Zero

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Re: Any interest?
« Reply #5 on: October 12, 2007, 02:56:45 PM »
So my current idea for this is something I think of as "Master and Apprentice".  Basically, every player makes an apprentice character, and then comes up with a concept for that apprentice's master.  The master is in the same order as the apprentice, a power player in mage society, and he or she has an agenda.  The characters you would play regularly would be the apprentices, but you might pull out the masters if things get too hairy.



Here are some details:

Players set their masters' agendas during downtime when appropriate, and the apprentices are the ones who have to do the street-level work for the masters while they do more important things.  Some reasonable agendas are: research the Abyss, investigate the Seers of the Throne, forge an alliance with some other supernatural group, gain political power among mages or other supernatural beings, gain temporal power (e.g. wealth), claim a Hallow, misdirect a sleeper cult to prevent it from harming another mage, etc.  Agendas cannot be things that specifically benefit the apprentice, but what helps the master might also help the apprentice (for instance, when a master gain a consilium seat, it will help the apprentice if he gets to be the master's provost).

During play, I would control the masters based on concept and history, and they would stay out of the story for the most part.  I think that this all would work best if the masters had their own cabal, with the players' characters being subordinate members of it.  If everyone agrees to that, the cabal will have an overall agenda as well, one that helps most of the masters achieve their goals.  The default agenda for this is that the masters want to set up and maintain a "neutral" establishment where supernaturals can come to do whatever it is they want to do (within reason).  The masters have chosen to operate an exclusive nightclub, its reputation enhanced through subtle magic. The player characters get to be the grunts that smooth over any bizarre crap that happens, while occasionally performing tasks for supernaturals who hire the cabal to take care of things.

As far as stats go, the masters each start with ~200 experience points.  They must have at least 3 dots in Gnosis and 5 dots in an Arcanum.  They can buy artifacts and imbued items with this experience, or spend 8 experience to buy any magic item that their arcana knowledge would allow them to make (within reason: thaumium would require a good bit of cash, for instance).  Legacies cost 10 experience per attainment for the masters.  A master can make a Demense at the cost of 1 Wisdom and 8 experience.  If you don't want to stat one out, all I really need is a concept, an agenda, and 2-3 sentences of back story.  If you have old Mage characters that you want to use again, this would be a good role for them to take.

The apprentices would get no bonus starting experience, and each start with Gnosis 1, at least Mentor 1, and at least Resources 1.  Dots in Mentor determine how much the master likes the apprentice and how much the master is likely to interfere with the apprentice.  Masters will not generally share their Mana or magic items with their apprentices unless it is an emergency, but masters may have Demenses and they may be willing to give apprentices access (as a guideline: free access at Mentor 4, provisional access at Mentor 2, but dots won't matter if you have a good enough reason).  Since artifacts gained from the Artifact merit produce Mana like a Hallow while giving other benefits, I think that they make a good alternative investment.

kenada

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Re: Any interest?
« Reply #6 on: October 12, 2007, 05:40:44 PM »
but... but Charles was GREAT! He talked to his rifle and shot his brother, all in the first session! He was crazy-awesome!
Yeah, but he jumped the shark at that point. I want to play another character like Sid (i.e. one who isn't retarded but is still awesome).

Thomas Kerwin

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Re: Any interest?
« Reply #7 on: October 12, 2007, 08:00:05 PM »
I'm interested too.  I like Mage.

Measure Zero

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Re: Any interest?
« Reply #8 on: October 14, 2007, 09:25:55 PM »
Uh, so any comments on what I wrote up there?  What sort of game do you want to play?

Thomas Kerwin

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Re: Any interest?
« Reply #9 on: October 14, 2007, 09:51:29 PM »
I think it sounds like a good setting.  The only problem is how much the players know about what the master characters are doing.  How secretive are you suggesting the masters will be?

Measure Zero

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Re: Any interest?
« Reply #10 on: October 15, 2007, 04:01:56 PM »
I think it sounds like a good setting.  The only problem is how much the players know about what the master characters are doing.  How secretive are you suggesting the masters will be?
I would base it one three things:
The master should have retainer or ally merit focused on the apprentice.  The higher that is, the more the master involves the apprentice in his schemes.  Higher dots means that the master is more trusting of the apprentice, but also that the apprentice has acted and will act in a manner that makes that trust justified.

The apprentice should have a mentor merit focused on the master.  The higher that is, the more the master involves himself with the apprentice's activities.  High dots mean that the master is both more helpful and more demanding.

The master has a personality concept.  All masters will be somewhat secretive, because all mages keep secrets.  Dishonest masters will be more secretive than others.  A master spy who never reveals his face and alters his body with life magic to remain hidden among mages will be less forthcoming than a master who is a blues musician who brings good or ill fortune when he plays his silver trumpet.  The former is also more likely to have dangerous schemes than the latter, too.  Use your judgment here, and remember that I may add little details in the course of a story.  All of the masters will be interesting, whether you planned it that way or not, so you should plan to make them interesting.

Measure Zero

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Re: Any interest?
« Reply #11 on: October 15, 2007, 07:46:53 PM »
In other news, I should know on Thursday whether this can start this quarter or not.  My exam is almost over.   :D

Thomas Kerwin

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Re: Any interest?
« Reply #12 on: October 15, 2007, 07:54:34 PM »
That sounds reasonable. Do you know what area this is going to be set in?  What the local conditions are like for supernaturals?

How are those exams going?  Do you still have to defend yourself orally?

Thomas Kerwin

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Re: Any interest?
« Reply #13 on: October 16, 2007, 01:47:07 PM »
I think I'd like to play an Arcanthus PI, with a mentor that's a genius but hardly ever leaves his house.

Measure Zero

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Re: Any interest?
« Reply #14 on: October 16, 2007, 02:06:07 PM »
That sounds reasonable. Do you know what area this is going to be set in?  What the local conditions are like for supernaturals?
For the most part, I am thinking that we should either use the Chicago or Boston canned settings, with alterations.  For instance, if someone wants Larry's to be in Chicago, then it could be there, and if someone wants OSU to replace UC, then that would be okay too.  You can vote on one or the other as you wish.

Chicago is nice because the default setting is a very tense situation following the aftermath of a brutal mage war.  Lots of mages have been killed within the last 10 or so years, so there are lots of opportunities for outsider mages to come in and claim territory and gain influence.  This could in fact be the reason why your masters decided to come here and ended up working together.  Thanks to the war, consillium is pretty heavy-handed when it comes to punishing mage criminals.  On the other hand, there are good opportunities for advancement as most of the higher ranked people in the council as well as in the orders are either very new to the city or very old.  The issue over which the war was fought has never been resolved.  Supernatural humans in Chicago tend to work together more than is usual, so crossovers should be expected.

Boston's enforcement is much more relaxed.  The hierarch is mostly concerned with staying in power, and the actions of the consillium reflect this attitude.  He has two of the strongest cabals in the city under his thumb, while his chief rival controls the other two strongest cabals.  The hierarch might have a secret weakness that other mages whisper about, but taking advantage of it would be seen as folly.  Lots of Boston's mages are either very rich or influential among the wealthy, while the other mages tend to be awfully weird.  Lovecraftian horrors seem almost common.  Boston is also a port city, which can mean lots of things.

How are those exams going?  Do you still have to defend yourself orally?
Thursday is the oral exam.  I think everything is going well.