Mojo!
So, for the last week or so, I've been re-familiarizing myself with the rule-set for Mage: The Awakening. This has been done in order to smoothe the way for a MET playtest (Which i can't talk about.)
Now, as most of you may have surmised, I hate mechanical crunch. Hate it to pieces. As a result, I look on such projects with ill-concealed dread. But i will say this about NMage. Whether you love or hate the whole concept of Atlantis is entirely immaterial. NMage has one of the most flexable and comprehensive and balanced magick systems in games today.
My only beef is that it is so NOT a game for beginners. Start them off with Werewolf or Vampire and let them start to get froggy first. Mage is next level material.
In looking over this stuff, i am feeling the creative juices flowing in a way they haven't been doing in a while. Most of the mage books i have have been given a brief glossing a best. Now, i'm keen to deep read the lot of them.
I am putting this effort in, because, if we manage to get our Camarilla Chapter off the ground here, We might be one of the very few in the whole region that actually offers a Mage Venue. And likely, i'll be it's VST.
Not only that, but we have a couple of players here, that have gotten involved with National level plot at ICC. So i think it might get interesting.
Also; The Harry Dresden Files Premiere on Sci-Fi tonight.
Also: Yay!
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