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karmakaze:

--- Quote from: The Doctor on June 28, 2006, 12:37:38 AM ---
--- Quote from: iago on June 23, 2006, 05:27:35 PM ---Come to DC.  I've yet to meet White Wolf players who *haven't* wanted to run a game in the new stuff.  The new Wraith in particular has gotten some serious props.

--- End quote ---

Chalk one up.  I still run a hybrid of second and third edition Mage (sort-of world of second, ruleset of third).  The cosmology and organisations of M:tR (Mage: The Reboot) do not do much for me.

--- End quote ---

Chalk another one up - and I used to run WoD LARPs, which is the extra-geeky subset.  And, once, their Mage system was my favorite of the WoD lines.

I found the new Mage book practically painful to read through and was wholly turned off by both the setting and the fact that we're back to spell lists.  I tried their chat RPG in a couple of genres to see if actually playing improved the experience for me.  It didn't, so I gave my books back and moved on.  I do hear, though, that part of the problem was that the writer they assigned Mage to hated the original Mage, so...

I did happily play Ars Magica (starting back with 2nd edition - because I am an old gamer), where they pulled the original sphere concept from.  (Ars Magica had a slightly more complex breakdown - a sort of verb-subject combination rather than just combining elemental spheres) 

Artarus:
And see.. other then an ultra-extreme hardcore sect of the Mage:the Ascencion fan base, Mage: the Awakening is seen as a tremendous step forward in the execution of that kind of magic in the White Wolf Universe.

Everyone is welcome to their opinion of course, but I frankly feel that Ascencion catered to a rather pretensious fan base, and reveled in it's complexity and eliteism. It was far to easy for Ascencion to be abused like a red headed step child. Awakening is more accessable to players without degrees in metaphysics.

While I think a White Wolf game could be used to RP the THEMES of the Dresden-verse (and I'm copy writing that if I'm the first to use it) the systems aren't compatible with the flair of the setting.

Grogtard:
Very true. The magical world view in Mage doesn't mesh up with DF.  It's a different kind of universe.

Mickey Finn:

--- Quote from: Artarus on August 16, 2006, 08:19:49 PM ---

Everyone is welcome to their opinion of course, but I frankly feel that Ascencion catered to a rather pretensious fan base, and reveled in it's complexity and eliteism. It was far to easy for Ascencion to be abused like a red headed step child. Awakening is more accessable to players without degrees in metaphysics.



--- End quote ---

While I risk sounding pretensious...complexity? It's like a cooking show. You want an effect, you combine two spheres and away you go.  It's as simple as the Amber diceless RPG, and just as easy to abuse. You just need a good gamemaster.
I'm really bad a rules-lawyering, having to look up things in tabletop almost constantly because I can't remember the system rules, and I found the original Mage quite easy.

YMMV.

Now, they pure amount of money-making attempts with books is quite astonishing....

finarvyn:

--- Quote from: Mickey Finn on August 23, 2006, 06:17:08 PM ---It's as simple as the Amber diceless RPG, and just as easy to abuse. You just need a good gamemaster.
--- End quote ---
Mickey, I'd say you hit it just right, but I would add that you need good players.

Pretty much any RPG system can be bent if participants want to badly enough. What you need are players who don't want to exploit a game system and instead want to play a game.

Your example of ADRP is a great one -- a game where there is balance by giving each player an identical number of points, but a potential imbalance if players create characters that are loaded up in one area and thereby one-dimensional.

The GM certainly regulates what the players do, but it's the players who need to police themselves to keep the game interesting.

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