Fallen World MUX!
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@Songtress said in Fallen World MUX!:
Agreed in that case. Looks like I'll need to spend that 20.00 on the new book.
Twenty? I want the hardback! Hurry up and release it already! (reading pdf makes me blind)
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I mostly read on my tablet for RP books , though I do own the hard copy of 1e Awakening, maybe I'll do it, maybe I'll get 2e & the hard back.
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@DnvnQuinn said in Fallen World MUX!:
Yeah but a clickable, walkthrough type chargen with tabs made it super easy and besides I don't have the money to drop on a book and scrolling through a PDF is tiresome. Im so lazy...
#firstworldproblems.
additionally...
This went through my head at this type of request (nsfw) >.>
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@ThatOneDude Great just what I need, another series to watch.
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@DnvnQuinn said in Fallen World MUX!:
@ThatOneDude Great just what I need, another series to watch.
IT - IS - THE - BEST!
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But where is the.... MU* link so we can all swarm and join and be AWAESOME!
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I'm being pati.....MAKE IT HAPPEN! I wanna get my fireball, magic missile, Tasha's hideous laughter on!
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Eh, mostly I'm just going to pine for gnosis 6 because that'd unlock 1 more attainment level but.. I get why they capped it at 5. It's all good. Honestly, I'm keen on seeing 2e operate. The upper limit on the masteries is really the thing that has me smiling. I'm still going through the book piece by piece to catch the changes. Some of them are real subtle. The praxis and yantra bits are going to take some digesting.
What's killing me is that I already have a concept rolling in my hand and I can't pitch it or make wiki or anything... let us in let us in!
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Anyone got any cool dirt on this game? Obviously I need to know why not to play there before it opens.
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Uh...dirt...It sounds amazing? But, hopes can be crushed and usually are? I dunno. I just know I want in. I'm more excited about this than That Star Wars Rogue one.
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Holy moly. People are rabid for this game... That's good, I think. Everyone else's eagerness makes me want to play, even though I've stayed away from Mage like it had the plague.
I guess its kind of cool that I can still find something new to experience.
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I want to know how they're doing Proximi, because my system doesn't handle their needs elegantly at all.
And if it's true that they're going to put all the spells into the stat system, I suspect we'll see the limitations my old system can handle.
I've already been told that they're not doing Arcane XP, the other thing that would make a command-line-based system weep, so I don't really blame them.
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@Warma-Sheen said in Fallen World MUX!:
Holy moly. People are rabid for this game... That's good, I think. Everyone else's eagerness makes me want to play, even though I've stayed away from Mage like it had the plague.
I guess its kind of cool that I can still find something new to experience.
Here's why I want to play it. One, 2E. I've been intrigued by 2e since it came out and there are a lot of things that 2e mage cleans up about 1e. 1e was a refreshing take on Mage. I liked classic Mage don't get me wrong but new mage just felt.. cleaner somehow. The problem was that 1e had a LOT of twinkery options available to it. With 2e mage, especially with the restriction on mastery that gnosis has now, things are brought into check a bit. Now I've not played a 2e game that was purely 2e so the god machine (Chronicles of Darkness) rules are a little fuzzy but.. I'm holding out hope. It feels more cinematic.
But while the fact that this is 2e is a tease, that's not even the most intriguing. It's a Mage only game. This means that we can really focus on what it is to be a mage. Delve into magic. And we don't have other spheres competing for resources or otherwise fussing that mages are too powerful, ZOMG MAGIC OP! Ahem. No distractions.
Further, the wiki seems to really put in place theme points (I'm a theme junky) which makes the setting a struggle. We have a reason to preserve shadow names. We have a goal. We have, even achieving the goal of a Consillium, and ongoing fight. There's an immediate direction. Focus. Purpose for being. And, with the gnosis cap in place, it means that even long time characters won't become microgodlings. They'll have to branch out into skills and resources and become connected to the grid through other means than phenomenal cosmic power. So that temptation that always exists on games like TR and the successor Fallcoast to constantly blow the wad on gnosis and arcana because if you don't you'll be stomped by the guy who did? Gone. That was one thing I liked about HM. Becoming a master was HARD. Once you got there? Folk knew you were badass. It /meant/ something. When the game turns Monty Hall with 600xp? Suspension of disbelief fails.
So yeah, for all of those reasons, I'm eager to play this game.
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Sold!
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I know. Right?
This world feels interesting, and it feels more fun.
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@Thenomain said in Fallen World MUX!:
I want to know how they're doing Proximi, because my system doesn't handle their needs elegantly at all.
And if it's true that they're going to put all the spells into the stat system, I suspect we'll see the limitations my old system can handle.
I've already been told that they're not doing Arcane XP, the other thing that would make a command-line-based system weep, so I don't really blame them.
And yet, Arcane XP is one of the cornerstones of how Mages advance; not having it takes away something pretty key, IMO.
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I don't know what that means, but is this where you dash our hopes and dreams?
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@DnvnQuinn
Well, Arcane XP is a separate line of Beats you can accrue that you gain from solving Mysteries (and fulfilling Obsession, which are basically "Mage Aspirations"). They're also used to buy supernatural stuff (Rotes, Arcana, Praxes, supernatural Merits, etc.).
Part of the way Mage's system is designed is to take advantage of this sort of stuff. You can't really use Arcane XP to buy up, say, your Skills or your Attributes.
I mean, you can take it away, but IMO it shows a lack of acceptance of a cornerstone of what makes Mage 2e actually second edition. (Yes, Arcane Xp was part of 1e, but not as integrally as it is part of 2e, IMO.)
I could actually understand getting rid of Arcane XP if the game was mixed spheres (it could create a problem if Mages had an extra track of XP while other spheres didn't), but this is a Mage-only game, so it seems short-sighted. It might be a code limitation--but I would look into surpassing it, if it were me, before I just removed it entirely.
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Copy of Mage 2e Acquired!