@ganymede said in Mage for Multi-Sphere WoDv2 Games:
@derp said in Mage for Multi-Sphere WoDv2 Games:
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XP is gained far too quickly, leading to multiple high-level characters in a very short amount of time, all of them with competing interests and with enough power that they have no need to work well with others.
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There is very little in the way of active antagonism or storytelling, as Seers of the Throne and other external threats are almost entirely nonexistent, so they have little choice but to try and get into other active things.
I think another problem is the absence of internal antagonism, which can often drive activity in the absence of active storytelling.
In Vampire, the Covenants have reasons to war with each other; in Werewolf, the packs vie for territory in similar fashion. But in Mage, if you keep to reasonable power levels, it is simply wiser to collaborate, and, in the absence of any Seer or external threat, that leaves you with mutual masturbation until something better comes along. And if you don't have reasonable power levels, and there's no need to collaborate, then ... well, it's just self-masturbation.
Not that I mind that, but, you know.
Yeah, I mentioned that in a later post, about the Orders being far, far too kumbaya with one another and no real infighting between cabals, no tested loyalties between cabal and Order, etc. More antagonism across the board is needed.
The problem that I have heard most often in regards to why it is not there is 'the players don't want it, they want it a different way'. This goes for everything from the Free Council having seats on the Consilium to the complete and utter absence of Seers or other baddies of any significant presence.
I mean, players also want unlimited xp and a bedazzled pony, but that doesn't mean that we should let them have it.