Showing posts with label Storyteller. Show all posts
Showing posts with label Storyteller. Show all posts

Monday, December 21, 2015

M is for Mage

The Magician
scan from the Rider-Waite-Smith tarot
apparently public domain, retrieved
from sacred-texts.com
a series on games I wish I'd played more of.

Back in 1996, a gaming friend got so worked up about the second edition of Mage: The Ascension (White Wolf Games) that he went out and bought copies of the game book for a handful of us who he wanted to play with.

Personally, I've never been a big fan of the "storytelling" systems so it was a bit of a hard sell, not just for me but for all of us.

It's hard to say why, exactly.  Partly, it was just that it was a very different game from what I started with and what I'm used to - and I've never been big on tossing away something that works perfectly well just for the sake of novelty.  A bigger part of it was the image I had of it - some intensely creepy people were getting into Vampire back then, and I had...misgivings [1] about the whole thing.  On top of that, I had never really bought into the vampire mania that had driven the initial offerings [2] and it seems a bit of a stretch to invest myself enough in the default world to make game play of any interest.

But my friend really, really wanted to play, and since I knew his tastes were broadly similar to my own [3] I thought I'd give it a fair try.  Man, was I in for a surprise!

The game naturally used White Wolf's signature mechanics, but that's a trivium: the big thing for me was the way in which they had put together the spheres/schools of magic, the whole idea of Paradigm and Paradox, the secret metaphysical war being waged between those schools over control of not just our senses but the very foundations of reality.  The Technocracy as an oppressor.

I'm not sure how it would read to me now, but at the time it really resonated with the kinds of far-out ideas I was looking for in fiction and in metaphysics study. [4]

I started to really get into it, and ended up reading the rules from cover to cover after flipping through whetted my appetite for more.

We got a bit more enthusiastic about it after that - I got on the band-wagon and started talking the game up to the others, and finally we all agreed to try a session or two at least.  The one thing we could all agree on was that we trusted our friend to have the necessary background in various esoterica and to put the work in to make the game a success.  We gathered at my place to work out characters, to figure out how we were going to go about this.

The game allows for mages of different schools to work together, but we needed to figure out a back story that would make sense, or somehow figure out how to run a game in which we worked alone or in small teams actively competing for control (while simultaneously fighting against the Technocracy).

Sadly, despite the excitement that we managed to generate in those first few sessions, we never really managed to do anything substantive.  We were, of course, crippled by the fact that we were trying to play a very different kind of game while simultaneously trying to learn a completely new set of rules.  In the end, it just seemed like too much work, and our friend who started out so enthusiastic eventually threw up his hands in frustration.  We went back to our other games, and never cracked that book again.

Looking back, I wish we'd been able to make it work.  I still think the basic idea is incredible, but I can see now that we just weren't properly prepared for it.  Too few of us had enough knowledge of the esoteric to riff off, though we could probably have generated a creditable Call of Cthulu/World of Darkness mashup setting as we went.

But really, the main problem was type of game.  Really, we just weren't in the right mental space.

If we had been playing more traditional-mechanic intrigue games at the time - things like Cyberpunk 2013 [5] or Shadowrun, or even Traveller really - or if we'd played enough Amber at the time to really get into the idea of multi-narrative games, where the players are working toward individual goals, and only in cooperation or conflict as the events dictate, I think it could have gone very differently.

I almost never get any chance to game these days, and I don't have any idea where I'd get a group of people into this kind of game, but boy do I ever wish I could get a chance to play in an actual functioning long-term Mage game now.

Or maybe more accurately:

I wish I could go back to the 90s and do it better.

But then, that's just the kind of change that causes Paradox.

--30--

1. A polite way of saying that some of the people I knew playing World of Darkness games I would have gotten up and walked away from had they sat down beside me.  Yes, it was that bad.  Not universal, but enough to put me off.

2. As interesting an idea as Anne Rice had with her Vampire Chronicles books, I'm afraid angsty pseudo-goth vampires don't hold much of a draw for me.  That said, I suspect much of the "vibe" being given off by the people who put me off the game had more to do with Lost Boys than Lestat.

3. Read: he found the Vampire crowd just as distasteful as I did.

4. In those days, I was doing a deep study of various fringe religious beliefs and their relations/origins in traditional or indigenous religion and ritual - sue me, I'm an anthropologist, it's a professional risk.

5. Yeah, that long ago.

6.

Tuesday, April 22, 2014

E is for Exalted

A series on games I wish I had played more of.

In 2001, a friend of mine bought a copy of the Exalted role-playing game by White Wolf Publishing, and was incredibly enthusiastic about trying it.

This was a bit of a departure from our usual fare - to start with, we were pretty deeply invested in Dungeons & Dragons of various flavours, and although we had played a number of other games (Rifts, TMNT, Battletech, Call of Cthulu (the old Chaosium version), ICE's MERP, Doctor Who, Star Trek, Gamma World, Amber, Battletech, and even a homebrew) we always drifted back to the old standard.

To make the sell even more difficult, some of us were - ah - unenthusiastic about gaming in the World of Darkness. We just found the whole angst-ridden vampire trope Anne Rice started left us with a bit of a bad taste in our mouths. [1]

However, our friend's enthusiasm was infectious, and once we'd had a chance to read through some of the background material and the mechanics we agreed to give it a shot because, frankly, we were finding it as interesting as he did by that point.

The WW Storytelling System mechanics were unfamiliar to us, so character creation was a bit tricky, and it also took a bit of a mental stretch to wrap ourselves around the basic concept: that the player characters are all chosen and imbued with power by various deities, thus becoming demigods - thus the name Exalted.  The scope for high-powered play (with plenty of role-playing and political intrigue) seemed wide, and things started to get interesting when we started role-playing through bits of character background. [2]

I don't recall what happened, but sadly our intentions got derailed soon after the first real session, and as intriguing as the game seemed we never tried again.

I suspect this is a game that would demand a fair bit of my time, unfortunately, so I doubt I will ever really get another chance - something I regret.

###
1. An example of play:
Player: "I ponder despondently the fate of my long-ago bartered human soul."
GM: "OK, roll...uh-oh - Your mournful yet classically beautiful demeanor has attracted the attention of a self-destructed goth teen who is now stalking you and dangerously close to revealing your true identity."
Player: "I evade!"
GM: "Ethical dilemma! You have discovered she is writing suicide-themed poetry inspired by your mysterious persona! Roll to resist befriending her and offering her dark immortality."
Player: "Arg! I failed!"

OK, I admit - the game doesn't really go like this and in fact has both an interesting mechanical foundation and an intriguing setting. Our scepticism was founded more on a reaction to the increasingly annoying trope that was displacing more interesting vampire variants in popular media than on the gaming community's interpretations, most of which were actually quite well thought out. Added to this: one of the ubiquitous "asshole but we tolerate him because he's actually an OK guy most of the time" sort of hangers on was so incredibly enthusiastic about WW's Werewolf game that it was very nearly a kneejerk reaction to be sceptical.

2. Not required by the game, but we did it both so we could practice using the mechanics (and tweak our characters prior to play as we learned what worked and what didn't) and so that our characters would enter play as fully developed as possible, since one aspect of the Storytelling System is that characters typically don't progress much in comparison to other games - they enter play fully formed and progress relatively slowly.