So, in my Monday evening group we’re starting a Technocracy-based Mage: the Ascension campaign, so I decided to get the main books. The main reference for the campaign is going to be the Guide to the Technocracy; I don’t know which edition of Mage our GM is going to be primarily referring to, but there was a copy of the 1st edition going cheap on eBay and I tend to find that that the earlier editions of games are often the purest expressions of their key ideas. Often 2nd editions and Revised editions graft on additional metaplot and mild rules tweaks in pursuit of balance but do so in a way which muddies the vision expressed by the original designer, and it’s my understanding that Mage in particular changed a lot between editions, with a lot of the “freewheeling magic which can do whatever the fuck you like combined with trippy-ass craziness in the Umbra” aspects of the game – as marvelously depicted on this image from the Storyteller’s Screen – toned down extensively as the line progressed and attempts were made to make the game more tonally consistent with the rest of the World of Darkness line. Since the Storyteller in question seems to like that trippy stuff – it’s been a major element of their occasional Werewolf: the Apocalypse campaign – I figured that taking a look at the original and (reputedly) weirdest iteration of the game would give me a better handle on what to expect.
It’s an interesting read.
Dan wrote an excellent post recently about how a major success of Vampire: the Masquerade was generating buy-in on the part of participants, and I think he was correct – both in the sense of getting buy-in for people to invest in being part of the particular gaming community and experience White Wolf fostered, and also in the sense of getting people pumped up in general about the idea of playing a game where you are a vampire. By the end of reading the core Vampire book, if you’re at all inclined to play a game where you are a vampire there’s good odds you’re now really hyped about playing a game in which you are a vampire, and in particular playing this specific game in which you’re a vampire, and if the metaplot catches your eye you’re probably also hyped to see where it goes (and if you’re not keen on the metaplot, then your Storyteller – if they have any chops at all – ought to be able to make sure there’s stuff in the particular chronicle you are interested in), and if you’re at all into sharing gaming war stories with people the Pretentious Capitalised Nomenclature is a nice aid for that.
The first edition rulebook for Mage more or less does the same thing, in that after reading it I am more interested in playing Mage than I was before I read it (and I was already reasonably excited, otherwise I wouldn’t have got the book). But I think it’s slightly confused about what it is generating buy-in for, which is a pretty major flaw when the point of generating buy-in (as Dan explains it) is to get everyone on the same page.