So just to be straight-up, this is another theoretical thread that may go nowhere because I have some free time occasionally at work and it might be fun in a "bang your head against the wall" kind of way.
My end goal is sort of low-power "Mage Lite" that can be plugged into a non-WoD setting (for this example, The Magicians!) where:
A) The majority of the player work in casting a spell is already done. The emphasis is not on improvised spellcasting -- it's an option, but rote spells are way more common and come pre-built with all the various factors determined in advance so a player can just pick the rote spells they want out of a big list, buy them and roll them. (Basically. There might be a +x/-x here and there depending on Conditions or whatever else.)
The only thing changing here is that rote spells don't give you free reach, they just have default reach settings, and there would be a bajillion of them so people don't feel like they have to do all of the work on the fly and normally don't have to worry about all the Paradox rolls, unless they really want to tinker with one or more of the reach setting defaults.
B) The need for staff oversight and headache re: spellcasting is lower by discouraging improvised spellcasting using the system itself - improv casting should just always be dangerous and risky. Easiest way to do this (I think, probably needs testing) is to basically just take away free reach even for Gnosis and Arcana level (at least at the student-PC level), always penalize with at least one Paradox chance die - or even just give Paradox one automatic success - and remove mana entirely (which I don't even think exists in settings like The Magicians anyways?) -- players can pay Willpower to reduce Paradox die down to 1, but that's a smaller point pool that is also used for other things and there are penalties for "running dry" IIRC. (And if not, I'd definitely make that a house rule.)
That way, improv casting feels a little more dramatic, like casting a vulgar spell in oWoD maybe - it should be something dramatic you do only when your back is against the wall.
C) Cap Gnosis, which caps Arcana. Nobody running around with multiple masteries, or even...one? Which makes sense for students in a magical school and keeps the power levels involved relatively low.
D) Scrap Orders and Paths and make up new Arcana discounts based on the six disciplines/Houses at Brakebills, which might not fit as neatly but eh. Each discipline also gets access to unique rotes, like an Order. Off the top of my head:
Physical: Forces (obvs), Matter
Natural: Life, Death
Illusion: Mind…..Forces? (This is kind of a weird discipline.)
Knowledge: Prime, Fate
Healing: Life, Prime(?)
Psychic: Mind, Time
Maybe they should all get 3, I dunno. The only really complicated thing here is that Spirit would need a lot of adjustment as an arcana.
E) Use the setting to limit the kind of magic that gets used. Players are more than welcome to submit rote spells for review and eventual posting on the wiki as things their characters can be learning in class or from the primers, with obvious restrictions in place - Brakebills doesn't teach battle magic, for example, and casting forbidden spells is grounds for mind wipe and expulsion -- unless there's an actual staff plot or approved PrP justification, you're outta here! This would discourage the kind of player who's always like "I CAN TELEPORT A SOLAR FLARE INTO YOUR BRAIN" or whatever.
Thoughts? Additions? Outright disgust?