turtles all the way down
mage
Tue, October 30, 2007 - 3:39 PMThe basic premise of Mage: The Ascension is that everyone has the capacity, at some level,
to shape reality. This capacity, personified as a mysterious alter-ego called the Avatar, is
dormant in most people, who are known as sleepers, whereas Mages (and/or their Avatars) are
said to be Awakened. Because they're awakened, Mages can consciously effect changes to
reality via willpower, beliefs, and specific magical techniques.
The beliefs and techniques of Mages vary enormously, and the ability to alter reality can
only exist in the context of a coherent system of belief and technique, called a paradigm. A
paradigm organizes a Mage's understanding of reality, how the universe works, and what
things mean. It also provides the Mage with an understanding of how to change reality,
through specific magical techniques. For example, an alchemical paradigm might describe the
act of wood burning as the wood "releasing its essence of elemental Fire," while modern
science would describe fire as "combustion resulting from a complex chemical reaction."
Paradigms tend to be idiosyncratic to the individual Mage, but the vast majority belong to
broad categories of paradigm, e.g., Shamanism, Medieval Sorcery, religious miracle working,
and superscience.
In the Mage setting, everyday reality is governed by commonsense rules derived from the
collective beliefs of sleepers. This is called the consensus. Most Mages' paradigms differ
substantially from the consensus. When a mage performs an act of magic that does not
seriously violate this commonsense version of reality, in game terms this is called
coincidental magic. Magic that deviates wildly from consensus is called vulgar magic. When
it is performed ineptly, or is vulgar, and especially if it is vulgar and witnessed by
sleepers, magic can cause Paradox, a phenomenon in which reality tries to resolve
contradictions between the consensus and the Mage's efforts. Paradox is difficult to predict
and almost always bad for the mage. The most common consequences of paradox include physical
damage directly to the Mage's body, and paradox flaws, magic-like effects which can for
example turn the mage's hair green, make him mute, make him incapable of leaving a certain
location, and so on. In more extreme cases paradox can cause Quiet (forms of madness that
afflicts mages and may leak into reality), Paradox Spirits (nebulous, often powerful beings
which purposively set about resolving the contradiction, usually by directly punishing the
mage), or even the removal of the Mage to a paradox realm, a pocket dimension from which it
may be difficult to escape.
In Mage, there is an underlying framework to reality called the Tapestry. The Tapestry is
naturally divided into various sections, including the physical realm and various levels of
the spirit world, or Umbra. At the most basic level, the Tapestry is composed of something
called Quintessence, the essence of magic and what is real, in game terms. Quintessence can
have distinctive characteristics, called resonance, which are broken down into three
categories: dynamic, static, and entropic.
Tue, October 30, 2007 - 3:39 PM -
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9 Comments
9 Comments |
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Tue, October 30, 2007 - 5:01 PM
well, finally!
a dictionary description that fits!
but now....who's writing the Game? |
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Tue, October 30, 2007 - 8:33 PM
Mage
God I fucking love that game.
The good folks at White Wolfe actually write that game and its pretty fucking amazing how insightful it is. It;s the only RPG I have still hung ontu. |
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Tue, October 30, 2007 - 9:07 PM
Awsome!
I have about two whole shelves of White Wofl books, including half a shlf of Mage ones spanning several editions.
Didin't know you played Eugene! We should all get together and have a game some time... |
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Tue, October 30, 2007 - 10:05 PM
Gaming
its all about having the spare time.
I'm not opposed, but I do find it taking a lower priority in my project list. |
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Tue, October 30, 2007 - 10:12 PM
Gaming
buuuuut like I said, I'm not opossed :)
For me, I usually storytel and It takes soooooooo much time to prep. |
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Tue, October 30, 2007 - 11:50 PM
um...
i meant "who writes the Game" in a sort of ironic,rhetorical 'who writes the script for reality?' kind of way...but it's nice to know that this is *an actual game*, and that it might find it's way into the impressionable young minds and hearts of youth who might otherwise be simply playing video games that fuel violence and greed...or, being the ones to actually commit it. this kind of thinking;ie;life as creative magick....is all too rare, I find, in educational/playtime material....and has the potential to be a positive tool..
imagination has the root mage within it, same-same magic, and we all know that magic=power. the power to shift consciousness at will. |
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Wed, October 31, 2007 - 10:27 AM
So Well said K
Thank you so much for posting this up Rene.Very insightful.
Where do I find this game? |
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Wed, October 31, 2007 - 2:33 PM
The game can be found in a new revamped edition at any roleplaying game store (in SF only one and its small...Gamescape) or perhaps more easily on the internet.
I much prefer the older pre-revamped editions as the current version was essentially a reboot designed to drive more book sales. Also wanted to elaborate a bit on what Rene said. The primary protagonists of Mage are a Council of Nine traditions. Each Tradition holds mastery over a certain sphere (though all can learn any spere). So you have the martial arts inspored Akashic Brotherhood whose focus is on the Sphere of Mind and whose magic is based on a paradigm of body conditioning, yogic techniques and meditations. You have the Virtual Adepts who use "Trianry" computers (rather than 0, 1 or on, off, these AI equipped computers understand yes, no , and maybe!) to weave their magic and have mastery of Correspondance, or Space. The Cult of Ecstacy explores the Sphere of Time through Entheogenic medices, tantra, and all things of the Senses. Etc. Etc.. The main "villains" of the series are the Technocracy, rather than the traditional Traditions, they operate in "Conventions". They control the current paradigm of the Sleepers and call their magick Science. Their goal is control and a "safe" reality sanitised of the supernatural. They have created and strengthened a barier (The Gauntlet) that makes it very difficult to access the spirit worlds and seek people to be dependant upon them and their paradigm by using "high" technology that has to come from them (as opposed to the shamanic technology of a drum and peyote that a Dremspeaker Mage might use. One of the most amazing things about the game is that you can go so far down the rabbit hole. many of the so-called technocratic villains believe in the rightness of their science, and arent fully aware that by closing off the other possibiliites they are taking wonder from the world. In some cases they have good reason, such as dark spirits (Banes) that live in the spirit world wanting to come through or the seemingly barbaric blood magic a Traditrional Verben mage might use... So yeah there is a whole cosmology and I could go on and on but look into it for yourself...its an amazing game, SO incredibly rich and detailed... |
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Wed, October 31, 2007 - 2:33 PM
Eugene...I hear you!
Timing is always the most difficult thing with roleplaying these days and has dropped in my priorities as well...which is sad in a way that we dont have more time to simply play games in our imaginations. But I will keep it in mind for us at some point. Right now I have enough just getting into the flow of my acrobatic training.
Which leads me to another idea...I actually do game some these days but over forums online...that way we dont have to navigate our impossibly unsynchronized life schedules and much like this hear thread can post for our characters and then the storyteller moves the narrative along when appropriate. You lose much of the "theatre" like improvisation of a live game but it makes up for it by being more literary and creative writing, allowing one to really savor the descriptivness and flavor of a characters look, actions, and even thoughts and emotions that might be too fleeting or subtle to come across when one is "acting" their characters around the table. |
