Play these games:
InspctresMy Life with MasterUniversalisRead these books:
MedeaElric of MelninboneHellblazerRead this:
Sorcerer
It's a 141 pages.
Nothing in it is fluff. No really. Nothing. I've read alot of White Wolf. I've trained my eye to skip a few chapters once I spot italicized text or a Strangely Capitalized Word. Do not do that with this book.
Run the game with your three most involved, likable players.
I guess this is a pile-on thread.
If you want to GM Sorcerer, I recommend the Art-Deco Melodrama threads (http://sorcerer-rpg.com/brochure.php/actualplay.html). These really helped me in cementing the Back-Story's importance and how it's timed. (i.e. The Back-Story ends as play begins; play is how the player characters react to its resolution.)
Another thing that I was confused about, initially, that I'd like to share, just in case anyone else has this misunderstanding: though play is all about player choices and their consequences, the GM duty of proposing NPC action remains completely exclusive. (i.e. Bangs are not co-authored.)
Something I really wish I'd had a better handle on sooner, is how emphasizing the adversarial relationship between Sorcerers and their demons is in direct proportion to your campaign's potential for Humanity-challenging conflict. In fact, if you forget your manual in a sauce pan on the stove, all you'll find left is a Humanity check. You must qualify character generation to this end.
If your players are anything like mine, the assumption is that they must compose demons as effective combat pawns. This is a particularly poisonous misconception. Sure, there'll be combat. No, you don't want to suck. But the point is for your Sorcerer to have some dilemma, and his demon is the only tool for the job.
Hello,
More!! Chime in, everyone.
Best,
Ron
In order for play to be successful, it must be about what the players have written down on their character sheets.
I think I had to write my own game to really get that about Sorcerer.