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275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 73 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
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Author Topic: NWod Mage PBEM system  (Read 936 times)
KWR
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Posts: 3


« on: August 30, 2007, 04:19:23 AM »

hrex: Jullie, the player of Anabelle, a thyrsus mage, wants to see her mage exhibiting all her sensuality (which she thinks is a important trait in the character concept) by charming a guy at the local pub. She wants to highlight the new life spell she developed, so she chooses to use her gnosis+life as her dice pool. Philip, playing an Acanthus GotV, is trying to get a bartender to work for him, reporting unusual activities, he uses his manipulation+persuasion as a dice pool for such thing. The storyteller rolls 4 dice as his dice pool and say he wants to see some unlikely paradox score anabelle due to vulgar magics she casted earlier and would like to see the bartender refuse to deal with the gotV asking for some of the bouncers keep an eye on him for trouble for a few weeks.
jullie scores a single success while, the storyteller rolls two and philip astounishing three successes. As such, jullie suffers the paradox, while the GotV makes a agreement with the bartender by giving him some money.
Once everything is Set Jullie knows she will suffer a paradox, so she will try to writte a good scene with this in mind, and once she covers the paradox as well as the pub enviroment, Philip adds his character to the scene describing how he lured the bartender. The storyteller makes any alteration and the scene is over.... now, on the next scene, it would be a good time to see if Philip will investigate/sense, the paradox and how the poor anabelle will deal with it.


Using this basic guide, i thought to expand it to encompass a few other concepts also borrowed from the source games.

Scenes: All scenes must be created with a conflict and intention in mind. The player creating the scene is encouraged to suggest other players what kind of interest they could have in the scene as well as advise the storyteller what kind of oposition his character intent could create or what the npcs could try to gain over the character.

Exarchs Influence:<This exarchs subtle influence is the only actions most of the players will see from these legendary elements (unless, of course, the storyteller chose otherwise). This can be attributed to blind luck or reinforce the pentacle beliefs and is a subtle way to alert player of interference from the supernatural they might want to investigate or not.

Antagonists:<Sometime antagonists trait may be used indiractly as they enchant other beings to deal with the characters or may set supernatural traps and other things. The storyteller is advised to use these differentiated dice pools scarcely unless he thinks it would really add to the story.

The whell of Fate:<Stakes: If a player really wants to see something accomplished he may choose to sacrifice something he values in order to gain extra success in a scene. Things elegible for sacrifice are: dots of wisdom, attributes, paradox unleashings, lethal health levels, flaws (which, obviously are gained instead of lost) or dots in merits. Once at stake, each of such things gives a player an extra success that, if needed to win over the storyteller roll, force the player to describe how he lost the sacrificed thing either in the scene, or on the next scene he creates. Alternatively a player may freely sacrifice such thing during his description of a scene if he see it as appropriated in exchange of success in a future roll, no more then 3 such success can be stored no matter what.



Health and Death:<

Multiple scenes per mail/ multiple topics:<Exp:<ex: Jullie, the player of Anabelle, a thyrsus mage, wants to see her mage exhibiting all her sensuality (which she thinks is a important trait in the character concept) by charming a guy at the local pub. She wants to highlight the new life spell she developed, so she chooses to use her gnosis+life as her dice pool. Philip, playing an Acanthus GotV, is trying to get a bartender to work for him, reporting unusual activities, he uses his manipulation+persuasion as a dice pool for such thing. The storyteller rolls 4 dice as his dice pool and say he wants to see some unlikely paradox score anabelle due to vulgar magics she casted earlier and would like to see the bartender refuse to deal with the gotV asking for some of the bouncers keep an eye on him for trouble for a few weeks.
jullie scores a single success while, the storyteller rolls two and philip astounishing three successes. As such, jullie suffers the paradox, while the GotV makes a agreement with the bartender by giving him some money.
Once everything is Set Jullie knows she will suffer a paradox, so she will try to writte a good scene with this in mind, and once she covers the paradox as well as the pub enviroment, Philip adds his character to the scene describing how he lured the bartender. The storyteller makes any alteration and the scene is over.... now, on the next scene, it would be a good time to see if Philip will investigate/sense, the paradox and how the poor anabelle will deal with it.


Using this basic guide, i thought to expand it to encompass a few other concepts also borrowed from the source games.

Scenes: All scenes must be created with a conflict and intention in mind. The player creating the scene is encouraged to suggest other players what kind of interest they could have in the scene as well as advise the storyteller what kind of oposition his character intent could create or what the npcs could try to gain over the character.

Exarchs Influence:<This exarchs subtle influence is the only actions most of the players will see from these legendary elements (unless, of course, the storyteller chose otherwise). This can be attributed to blind luck or reinforce the pentacle beliefs and is a subtle way to alert player of interference from the supernatural they might want to investigate or not.

Antagonists:<Sometime antagonists trait may be used indiractly as they enchant other beings to deal with the characters or may set supernatural traps and other things. The storyteller is advised to use these differentiated dice pools scarcely unless he thinks it would really add to the story.

The whell of Fate:<Stakes: If a player really wants to see something accomplished he may choose to sacrifice something he values in order to gain extra success in a scene. Things elegible for sacrifice are: dots of wisdom, attributes, paradox unleashings, lethal health levels, flaws (which, obviously are gained instead of lost) or dots in merits. Once at stake, each of such things gives a player an extra success that, if needed to win over the storyteller roll, force the player to describe how he lost the sacrificed thing either in the scene, or on the next scene he creates. Alternatively a player may freely sacrifice such thing during his description of a scene if he see it as appropriated in exchange of success in a future roll, no more then 3 such success can be stored no matter what.



Health and Death:<

Multiple scenes per mail/ multiple topics:<Exp:
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Ron Edwards
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« Reply #1 on: August 30, 2007, 05:41:10 AM »

Hi Thiago,

That's a very clear and interesting post ... but the answer is no, we cannot help with it. Not in this forum (First Thoughts), because this site is aimed at developing self-published role-playing games, and this forum is specifically for first thoughts about doing that.

I do recommend something, though. I'm the content moderator here and can move threads around. If you're interested in telling more about your experiences with Mage, and how that led you to the decisions you're describing, then we can have an incredible discussion in the Actual Play forum. In that forum, it doesn't matter a bit what game we're talking about.

Let me know if that's something you'd like to do. If so, then I'll move this exact thread to Actual Play and ask a few questions. If not, then this thread can't go any further.

Best, Ron
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KWR
Member

Posts: 3


« Reply #2 on: August 30, 2007, 05:50:32 AM »

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Ron Edwards
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Posts: 16490


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« Reply #3 on: August 30, 2007, 07:28:34 AM »

Hi Thiago,

Excellent! Here we are in Actual Play. I am asking you to tell us more about your real, actual experiences with playing Mage, and how that led you to the decisions you're describing for this game. Who have you played with? How long did that last? Have you played face-to-face as well as PBEM, and what are the differences, in your experience?

Best, Ron
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KWR
Member

Posts: 3


« Reply #4 on: August 30, 2007, 08:18:04 PM »

Why Pbem?< My experience with On Line gaming< OnLine X Table Top, and Theory< Mage: The Awakening Into a Pbem System< Help Please! ^^<- Health and death:<- Stakes:<-Challenges:<- Boons and banes: I was wondering how to implement a system where the players could gain and spend a few tokens concerning their achievements during the scenes. Maybe a +1 or +2 bonus dice for things they conquered that could be spended later when appropriated. something like this: In the first scene, player a suceeded in stabilishing that his character is seductive, so he gains a token named Seductive+1.... Latter in the game he can use it to gain +1 die as long as he links his current action in the scene to something related to the scene where he got the token (Maybe he is reassured by a call from the lover he gained in that scene, or he spend extra time to dress once again in the same clothes, or uses that old perfum that never fails.... whatever. I need, though, some help to regulate how this things would come into play in a balanced way.
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