#many people really did not want to accept that i created vampires in a cyberpunk setting
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Kinda hurts a little when you've spent years creating a specific character in a specific universe for hardly anyone to see them, only for someone else to do the exact same concepts and get applauded for it. Did I just do it that badly or something
I remember when I first made all of my OCs supernatural in early 2022. I was one of the first people in [redacted] fandom who made it canon and talked openly about how my OC were vampires. And I got harassed for it endlessly. People were in my asks and dms telling me it was cringe and overpowered and lame, and that I was dumb to think anyone would care. Regardless of all of that, I kept them around and didn't stop talking about them. And then everyone else caught on and also made supernatural OCs because I helped to normalize it. Which isn't the problem, make as many supernatural OCs as you like, I'm not telling people to stop. That's not what bothers me (I have to add that disclaimer bc someone will undoubtedly try to get offended).
I think what upsets me is that it feels like I talk into a void sometimes and it sometimes feels like I don't have a place to share the things I'm proud of. I have an entire world that I made and this intertwined network of 10+ original characters and I just don't know where to talk about them or how to talk about them. I know we're "supposed to create for ourselves" and to "share it for good reasons", but it's really hard to put myself in that mindset. I don't do it for clout and I never will, I love my characters too much for that. Maybe I've just been doing a bad job of sharing anything about my world and characters, that is highly likely. I just can't help but remember the times I did share things and they went completely unnoticed
Just a little bit of acknowledgement would be nice. I think I'd be happy with that. Just a little bit of acknowledgement for the way I've had to fight to have my supernatural OCs exist in a cyberpunk setting in a hostile fandom. Just a little acknowledgement of the months of effort I put into my characters. And that would be all. Or maybe I'll learn how to just ignore everything and just keep doing as I have been. Putting my head and continuing on, savoring those small bits of genuine friendly interest when they come my way. That's good too
#let me make it clear that i am not begging for sympathy or notes#do not get that twisted#this is just a vent. me venting mostly to myself about my feelings on something. please don't take this as some sort of concrete truth#i'm expressing my own very conflicted emotions towards my experiences in this fandom and how i've had to fight just to be accepted#many people really did not want to accept that i created vampires in a cyberpunk setting#i am just very conflicted and anxious surrounding the whole thing. i don't know how to proceed#i just know for certain that i don't want to do it by myself and alone anymore#misc: personal
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Heart’s Choice Author Interview: RoAnna Sylver, “Dawnfall”
Find true love and family with a pirate crew at the ends of the universe, where aliens, ghosts, and portals open the space between worlds...and your heart. You are a Navigator, one who creates and guards portals from one dimension to another, wary of the liminal sea between them.
Your universe is made of two worlds: one contains the magic-infused world of Zephyria, and the other, the dystopian space station Eclipse. The worlds are balanced, until one day, an explosive disaster, a deadly energy storm, and an infamous pirate—the Ghost Queen—upend your life and plunge you into a race to save both worlds.
Dawnfall is a 232,000 word interactive romance novel by RoAnna Sylver, one of the first set of games releasing with the launch of Heart’s Choice. I sat down with the author, RoAnna Sylver, to talk about writing interactive romance. Heart’s Choice games release December 2nd.
Dawnfall has frankly an insanely wonderful setting for a romance game. Tell me about the aliens, the pirates, the ghosts, and the alien-pirate-ghosts.
Hi there! I’m so glad you think this sounds fun! Yeah, Dawnfall is weird as heck, and that’s one of the things I love about this story. It’s weird in a way I don’t think we’ve seen much of before. I really just tried to put in everything I find fun or interesting, and that I’ve always wanted to write. Dawnfall started out as a total brain-candy project, and runs on pure Rule of Cool. Pirates? Yes. Magic? Yes. A slice of cyberpunk? Hell yes. Eerie ghosts and faerie-tale influences and memory-sharing potions? Giant bird people? The power of rock n’roll? Yes, yes, yes.
And also everybody’s dateable, and in a couple cases, dating each other. We weave a tangled web, but I think it’s a pretty badass and spectacular web.
You seem to really neatly straddle the genre fence here with a romance and sci-fi/fantasy. What was challenging about cramming all of that into one game?
Thank you so much for saying that. I’ve always adored SFF, and there’s so much in this genre-collection, so many extremes and concepts and contrasting colors, that I couldn’t limit myself to picking just one to play with. This weird game-book is kind of a love letter to fantasy and science fiction and haunted house stories and cyberpunk adventures—I thought a lot about the Disney movie Treasure Planet for its genre-blending beauty, and the Bioware game Mass Effect for its array of fascinating, multidimensional alien cuties to interact with and date… and then turned it up to eleven.
I guess you’d expect the challenge to be in making it all fit together/be “believable,” but I kind of threw that out the window. I don’t expect anyone to find it ‘realistic’ (setting-wise anyway; I tried to make every character ring true of course), and I don’t really care if someone thinks it’s silly, or doesn’t take it seriously. It is silly in a lot of ways. DAWNFALL is a giant ridiculous queer space magic pirate adventure, and the only goal is fun. If you have fun, I’ve done my job, and there should be something fun in here for everyone.
Did you have a favorite NPC you enjoyed writing most?
Honestly I love them all so much in different ways, and I know them so well by now it’s really second nature. Their voices come so easily and they’re all so much fun. The Queen’s swagger is awesome though, and her mental voice/mannerisms probably come through especially clearly. I love Zenith’s vulnerable moments when xie lets xir guard down and lets go of the need to entertain or please. I love Averis’s journey and growth from cute wibbly nerd to a confident swashbuckler (who is also still a cute wibbly nerd). I love how deeply Oz feels, how strongly he loves and remembers and honors memory, and how unafraid he is to show softness and warmth. And I love a certain spoilery ghost-babe and how they’re so full of joy at the beauty of life.
I do want to give special mention to Aeon, though. This is a story about connection, and I wanted to show that sibling bonds are every bit as important and strong as romantic or any other. I also wanted to show a complex, multidimensional antagonist figure who holds heartbreaking secrets along with authority, and is genuinely trying to do what she thinks is the best thing, and wants what’s best for you, the PC, even if you might not always agree. Her balance between being so emotionally guarded and determined and unyielding, while hopefully being extremely easy to read and tell what she wants and fears and loves—spoiler: you; she loves you!—was a challenge I hope I pull off.
…Also I enjoy any time Vyranix gets his pompous feathered ass handed to him. I think we all know a Vyranix, or at least of one, and it’s always fun to take them down, even in fantasy.
Who would you be romancing as a player?
I’m gonna say “everyone,” and here it won’t actually be cheating, because you can romance everyone! At once! In varying degrees/relationship dynamics and attractions. You don’t see a lot of polyamory-friendly games or books or anything really, and this is an incredibly important thing for me. The second I got the idea for Dawnfall I knew it had to let players romance anyone they wanted and show polyamory in a realistic, healthy light. I’m also a-spec (asexual and aromantic), and having not just good representation but being actively included and welcomed and celebrated in fiction is so huge too.
Dawnfall is a romance of course, being part of Heart’s Choice, but one of the single most vital elements for me is making it inclusive for aromantic and asexual players and player-characters. Essentially, I wanted to write a romance that didn’t penalize players for not experiencing the attractions the way we’re otherwise expected or required—and I’m so grateful that my amazing editors and community not only accepted but supported everything I was trying to do here. (It’s so refreshing not to have to fight for inclusion and freedom. It shouldn’t be, but it is.)
And that’s where the concept of “Heart-Stars” and “Same-Feathers” came from. I’ve never seen anything honor queerplatonic relationships like I’m trying to do here, and I want everyone, of every sexuality and attraction, to feel like they have a place here and can experience this adventure without limits. And I wanted to show that it’s a very normal thing, hence this being the same for the human characters as well as alien. (One of the nonbinary characters being human is also no mistake. I love me some wild alien genders, but there are tons of awesome nonbinary humans too!)
…That being said, I think I gave Averis most of my anxiety-issues, and would really just like to curl up with Oz and watch The Great British Bake-Off. That sounds like a perfect night in my books.
What were some of the things you found surprising about the game-writing process?
Coding was definitely the biggest learning curve. I’d never coded anything before in my life, and it’s such a new skillset to learn, entirely different from any kind of writing I’ve ever done. Sometimes it felt rewriting my brain, which did not at all do this intuitively—and also sometimes like I bit off much more than I could chew (first game ever being not only a huge piece of interactive fiction, but a polyamorous romance with aro and ace possibilities, and so many more variables than expected!), but it’s been worth it. Entirely. If my writing makes anyone feel seen and accepted and invited to have fun as they are, it’s worth every bit of struggle.
Also, oddly, interactive fiction is in some ways easier for me than writing a plain old book! Probably because I love AUs so much, and every choice in a game is like writing a tiny AU of the story, so I get to do the same scenes several different ways. My ADHD-brain finds something about this extremely satisfying, most likely because it somehow feels more like multitasking! Several stories in one, and if I like two ideas, I don’t have to pick just one to write!
Honestly though, I think the most surprising part is just being done, and…that I could do this at all. It was so huge, and took so long, and I learned so much, and every day I’m just kind of going “who the hell am I?” about doing all of this. I’m proud of it. I did a cool thing. And trying to get better at saying that.
And, what are you working on now?
I always have about 8 active projects going at once (which shouldn’t come as a surprise after last question!), but my next interactive fiction game is with Tales/Fable Labs! It’s shaping up to be a Dawnfall-sized project, but a little faster-moving and action-y.
It’s called Every Beat Belongs To You, and it’s a romantic thriller that feels like Twin Peaks meets Mr. Robot, with a smattering of Repo: The Genetic Opera. A creepy Pacific Northwest town with a secret (and a rash of ritualized murders), a super-slick medical research company whose flagship product is a 100% perfect synthetic heart, a mysterious new-age group, and a sister who went missing just before discovering how it’s all connected. Also five simultaneously-dateable (including ace and aro ships!) cuties of varying genders! Who will you trust with your heart?
I’m very excited about Everybeat, which should be just as queer, polyam, exciting, and weird as all my stuff! Aside from that, I’m working on Stake Sauce Book 2, its companion f/f vampire series Death Masquerade, and Chameleon Moon Book 3. I’m not always working…sometimes there are videogames, and sleep. But I really hope to have a lot more fun things to share soon!
Oh, and depending on how this weird, fun thing goes, I do have some ideas for prequel Dawnfall stories; maybe games, maybe books, but the ideas are there. The world—worlds, really—is so huge, and I’m not done playing in it yet! I also have some character art drawn, and I want to do a lot more of them. It’s another way to show love.
So thank you so much! I really hope Dawnfall is as fun to everyone to read/play as it was for me to write. I can’t wait to share it with you!
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Mage: the Ascension
Reality is a lie. The truth is magic. Open your eyes and Awaken.
What’s the premise?
It’s our modern world, but magic is real. Technology is just a different form of magic. Other forms of magic were driven underground and are harder to conjure up, because consensus belief shapes reality, and people these days find it easier to believe in, say, cars and guns than they do fireballs or flying carpets. Oh, and also there’s a war on for control over reality itself.
You see, a long time ago (circa the 13th century to be precise), a group of mages got tired of wizards being able to throw fireballs willy-nilly, summon up demons, and generally make life a pain for everyone. They wanted to bring order to the world and tame and control magic for the good of all. Of course, they would be the ones in charge of this new world order. These guys would become the Technocracy, the all-seeing, all-powerful architects of consensus reality. Using advanced hypertechnology beyond mundane comprehension, they’re trying to wipe out magic for good and make the world safe for Sleepers - the mundane masses that have no idea that magic even exists.
Fighting on the side of magical freedom is the Council of Nine Mystic Traditions. Formed in response to the Technocracy, each Tradition represents a particular form of magical practice. In brief, they are: wizards, druids, priests, shamans, martial artists, hippies, assassins, mad scientists, and hackers. They don’t always get along with each other, but they band together to fight the Technocracy and try and bring “real” magic back into the world. So far, they’re still losing, but the fight is far from over.
In between these guys are a wide range of other independent magical societies and solo mages, everything from goths (well, it is a White Wolf game) to ancient African sorcerer-kings. There’s also the Nephandi, who are evil mages who serve demons and other beings beyond our world. They just want to drag the world down into Hell (and they might be the ones truly winning, in the end). There’s the Marauders, who are mages who’ve lost their grip on reality so bad that they actually warp reality around themselves. And there are whole other realms of supernatural weirdness to explore, including crossing over with the other World of Darkness games (Vampire: the Masquerade, Werewolf: the Apocalypse, Wraith: the Oblivion, etc).
You’d like it if you’re into: Harry Potter, The Matrix, The Magicians, The Invisibles, Mr. Robot
Why do you recommend it?
Lots of games have you playing as magic-users and casting spells. This one lets you do it however you want to. The magic system is almost totally freeform, meaning that rather than being locked to a list of spells you figure out what you want your spell to do and how you want that effect to appear. This means you can make whatever kind of character you want, from the classic wizard archetype to cyberpunk technomancers to priestesses of forgotten goddesses whose sacred gun shoots bullets that sprout into roses. The only limit is your imagination (and your dice rolls).
The setting reflects that limitlessness. It’s a clash between high tech and high magic that can fit all your wild ideas inside it. If you want to have a journey through the realms of faerie one session and then invade an orbital cyborg factory the next, you can do that all with the same characters. I love settings that let you pit genres against each other like that, and Mage is among the most flexible of them.
Finally - Mage is a game about personal discovery that encourages you to make your own personal discoveries. It asks you to explore what it really means to control reality - and maybe see if you can apply that to your own reality. Especially with the 20th Anniversary Edition, which is one of the most welcoming, hopeful RPG sourcebooks I’ve ever read.
What are the rules like?
The Storyteller System that powers the World of Darkness games is pretty straightforward - roll a bunch of d10s, see how many dice beat the difficulty number, subtract the number of 1s you rolled from that, and the result is the number of successes you got, which tells you how well you did at what you were trying to do. Roll too many 1s and you get a critical failure. It lets you describe a more evocative set of outcomes than systems like D&D where you simply succeed or fail.
Combat is fairly realistic, with guns and all being about as lethal as you’d expect - although of course there are various magical weapons and defenses to complicate things.
The bulk of the system rules is devoted, of course, to magic. Here’s where the game both shines and gets bogged down. You get to come up with spells for your character with effects based on how skilled they are in the various spheres of magic, with flavor filtered through their particular magical style. It’s a twist that really lets you feel like you’re working with reality-changing magic. Want to cast a basic fireball? Sure. Want to represent that as an Atlantean plasma gun or God smiting your enemies with a pillar of flame? Go for it. Want to use magic to grow a snail to giant size and then send it an hour into the past to destroy your enemies before they caught up with you? That is definitely something you can try and do in this game, although that one might require a lot of successes.
The catch is that if you don’t do what consensus reality expects, e.g., growing a snail to giant size in front of a street full of onlookers, the universe is likely to smack you down with the force of Paradox. That’s what keeps reality cohesive and stops mages from battling it out in the streets. Push the universe too far and it starts pushing back, in the form of bad luck, spontaneous human combustion, or, in extreme cases, popping you out of reality altogether for a little bit (or maybe forever). Paradox might even manifest as a physical spirit to haunt you. This applies to Technocrats as much as it does to Tradition mages, because the masses aren’t ready to accept giant robots or cyber-tooth tigers just yet. In fact, there might be pockets of reality where magic works and technology doesn’t… go to an Amish community and heal them with laying on hands versus a fancy tricorder and see which one attracts more Paradox.
The tradeoff for such flexibility is that it becomes a bit time-consuming to figure out what your character’s capable of, how well they’ll have to roll to pull it off, and what it looks like within the rules. Most complicated spells require proficiency in a few different spheres, e.g., Correspondence to do stuff at long range, Prime to create something out of nothing, or Time to bind a spell to a certain duration. Once you’ve got a firmer grasp on the systems and a few standardized “rote” spells in your pocket you start to get the hang of it though.
What’s my character like?
Starting as a neophyte mage, you’ll be capable of basic spells in a couple of Spheres, but you won’t be able to change reality in major ways. You get to choose whether you’re better at Physical, Social, or Mental attributes, and put points into different skills. You’ll get some Backgrounds, which represent the resources your character has - allies, a familiar, access to arcane libraries, magic artifacts, etc. You’ll also decide what your character’s exterior Demeanor and inner Nature are, as well as the Essence of their enlightened soul. These are, sort of, your character’s alignment, and roleplaying in accordance with them will let you regain Willpower, which you can use to reroll dice (among other things). Finally, you’ll decide what the trappings of your character’s magic are and what instruments and rituals they use as foci for their different Spheres.
Those spheres of magic, in case you were wondering, are Mind, Prime (manipulating Quintessence, the raw force of magic), Time, Spirit, Entropy (which covers both death and probability), Forces (fire, wind, energy, etc.), Matter, Life, and Correspondence (travel, distance, and connection).
Most characters also belong to some particular faction, which shapes what Spheres they’re skilled in. Each of the Traditions corresponds to one of the nine Spheres, but most factions get a choice between two or three appropriate Spheres to receive a bonus. I’m listing the factions out in the 20th Anniversary Edition; there are a few other factions from older editions lurking in the corners of the world, but these are the big players.
Traditions:
Akashic Brotherhood (Mind): Asian martial artists and spiritualists devoted to mastery of the self and harmony with the universe. They practice Do, which is the primal martial art from which all others descend.
Celestial Chorus (Prime): Monotheists who believe that all should be harmonized under the pure unity of the One and its beautiful Song.
Cult of Ecstasy (Time): Hedonistic hippies who embrace altered consciousness through drugs, sex, meditation, music, pain, dance, and all that other good stuff.
Dreamspeakers (Spirit): African and Native American spirit-talkers and medicine men who, honestly, sort of got folded together by the rest of the Traditions so they could put all the brown-skinned mages in one place. They’re dedicated to restoring the health of the spirit world and thus also our own.
Euthanatos (Entropy): Ancient Greek and Indian (and elsewhere) cultists devoted to maintaining the great wheel of reincarnation by ensuring that everything dies at its proper time. Essentially, they’re death-worshipping assassins with a strict moral code.
Order of Hermes (Forces): These are they guys who probably come to mind when you think of a mage, all complicated spell components and dusty books and Enochian incantations. Haughty and pedantic, and sort of the de facto leadership of the Traditions. They’re the ones who founded the whole thing, after all.
Sons of Ether (Matter): Mad scientists, steampunks, and pulp explorers, each with their own crackpot theories that they vigorously defend. Formerly a part of the Technocracy, they got kicked out for clinging to outmoded forms of science. But they’ll show them all.
Verbena (Life): Pagan, druid, and witch types who believe in the power of nature and the old ways. They think technology has made the modern world too soft and that struggle and sacrifice are part of the natural order - sometimes very literal sacrifice.
Virtual Adepts (Correspondence): The newest members of the Traditions, this bunch of hackers left the Technocracy to go their own way - spurred on by one of their founders, Alan Turing, martyring himself to create the Internet (really!). Anarchists and tricksters who can hack reality as well as they can hack computers, the Adepts spend a lot of time hanging out in the Digital Web, the magical version of cyberspace.
Technocracy:
Iteration X: The engineers and efficiency experts of the Technocracy, Iteration X believes in a grand vision of mechanized perfection. They specialize in robotics, weapons, and cybernetics. Ultimately, they want to merge man with machine - even if that doesn’t align with the goals of the rest of the Technocracy.
New World Order: The NWO are the ones running the Technocracy - and thus the world. Illuminati and panopticon rolled into one, their legions of men in black specialize in surveillance, media manipulation, and “social conditioning,” all of which they use to advance their vision of a controlled and productive reality.
Progenitors: The biologists. Cloning, genetic engineering, and controlled evolution are all at their command. They research new medicine and biotechnology for the benefit of all mankind, though sometimes their methodology is a little extreme.
Syndicate: The money men. Actually, they literally invented money. A healthy mix of thugs and Gordon Gekko types, the Syndicate controls the world’s corporations (and quite a few extralegal organizations) to fund the rest of the Technocracy and get rich in the process. Their “magic” focuses on self-discipline, psychology, and manipulating the raw Primal Utility of the universe like an Econ textbook come to life.
Void Engineers: Exploring the worlds beyond ours - and defending humanity from the threats that live there. The Void Engineers are the most out-there (literally) Convention of the Technocracy, the most unorthodox and also the most willing to work with mages and other “reality deviants” as necessary. They specialize in Spirit magic - although to them, it’s “Dimensional Science.” Their spaceships scout the outer reaches of the universe and beyond, carrying contingents of power-armored marines ready to blast anything dangerous.
The Disparate Alliance:
Once scattered, separate magical traditions and organizations, in recent times these “disparates” have banded together to maintain power separate from the Traditions or the Technocracy.
Ahl-i-Batin: Once a part of the Traditions, sitting where the Virtual Adepts do now on the seat of Correspondence, the “subtle ones” believe in a grand unity of all things, influenced by Islamic mysticism. These days they work in secret, observing and acting only when necessary. They hold a particular hatred of the Nephandi and will always act to stop them.
Bata’a: Vodouists and other African-diaspora Loa worshippers who derive their magic from respectful agreement with the spirits. Largely an informal group, they have a wide membership across the world.
Children of Knowledge: The descendants of the Solificati, an ancient group of alchemists that was once a Tradition, the Children of Knowledge use their alchemical knowledge to purify base souls into golden souls. Sometimes that process involves designer psychotropic drugs - the Children actually invented LSD.
Hollow Ones: A ragtag group of goths, punks, and other weirdos and misfits who seek to bring capital-R Romance back to the world, a la the era of Shelley and Byron. They spend a lot of time looking fashionable in the club scene, but also sheltering other mages who don’t have a place to belong. Their magic tends to be a patchwork of various styles and tools.
Kopa Loei: The descendants of Hawaiian and other Polynesian wizard-priests, dedicated to preserving their arts and native lands against the predations of ha’ole influence.
Ngoma: Powerful wizards of ancient Africa who took offense to being lumped in en masse with the Dreamspeakers at the first meeting of the Traditions, and went their own way. Decimated by imperialism and slavery that nearly destroyed their ancient ways, the surviving Ngoma seek out positions of power and respect in mortal society while also establishing schools to revive their art.
Orphans: A catch-all term for any mage that doesn’t belong to a particular faction, this can include deeply idiosyncratic self-taught mages, small groups who follow a particular paradigm together, or even defectors from one of the major factions. Quite often, they might not even be aware of larger magical society.
Sisters of Hippolyta: Tracing their descent from the ancient Amazons, the Hippolytoi largely live in separate enclaves from the rest of society. They dedicate themselves to worshipping the Divine Feminine, striving towards world peace, and liberating oppressed peoples of all types. Their magic focuses around pagan medicine-work.
Taftani: Middle Eastern mages who are masters of creating magical artifacts, as well as binding djinni to their will. They believe in a dualistic universe of Truth and Lies, and that working vulgar magic and exposing people to the Truth that magic is real is a moral good.
Templar Knights: Yes, those Templars, now existing as a secretive paramilitary order. Formerly (and largely still) male-only, the Templars fight evil and await the return of Christ, when they will become His army.
Wu Lung: Ancient Chinese sorcerers (and longstanding enemies of the Akashic Brotherhood) who wielded great wealth and power before the Cultural Revolution drove them out of China. Having adapted to the modern world, they seek to regain their power and lead a rebirth of traditional Chinese magic and culture.
What’s the campaign like?
Most games focus on mages of different Traditions coming together as a cabal (or Technocratic Conventions as an Amalgam), but where it goes from there is up to you. Really, it could be like anything you can imagine. You could be trying to use your magic to change the world for the better while avoiding the attention of the Technocracy, playing as the Technocracy trying to stop mages who are using their powers carelessly, dealing with magical politics, or even ignoring all of that and going on mystical quests in otherworldly realms (or, for technomancers, exploring strange dimensions in your spaceship).
Cabals can pool their resources into making a magical Sanctum that serves as a base of power, a place to safely work magic, and a source of Quintessence for magical fuel. You can upgrade it in numerous ways, from defenses to libraries, and maintaining a sanctum and its role in the local magical community can be a storyline in its own right.
As your characters increase their magical skills, they’ll be guided along spiritual journeys by their Avatar - the Awakened essence of their soul that allows them to perform magic. One by one, they cast aside their tools and embrace the truth that it is they themselves that are the source of magic. Eventually, they might even achieve Ascension - whatever that is.
The classic Mage campaign strikes a balance between the magical and the mundane, high fantasy and sci-fi action contrasted against personal dramas and worldly problems. The central themes of the game are power, morality, and belief. As a mage, you can change reality to suit your will. What do you do with that power? What if reality doesn’t want to be changed? Is it right to force your viewpoint on others? Despite all your power, you’re still just one person, and the universe is stacked against you. What do you do?
What books should I get?
The 20th Anniversary Edition, or M20, is the edition I’d recommend, published in recent years as the result of a Kickstarter (which, full disclosure, I backed, although it’s not as though I get anything out of promoting it). It advances the timeline past the apocalyptic Revised setting into something brighter and more hopeful - while also providing tools and advice to play with other eras or flavors of Mage if you want. Getting physical copies of it can be a little pricey though, so if you want something physical on a budget you might look at getting used copies of the other editions - they float around pretty frequently for about $10-$40. PDFs and print-on-demand copies of most books are available on Drivethrurpg as well. Each of the older editions are fine in their own right (although be advised that the further back you go, the less balanced the magic system is). 1st Edition is very clear-cut good Traditions versus evil Technocracy. 2nd Edition muddies that morality and fleshes out the Technocracy and other factions. Revised Edition does away with a lot of the weirder elements of prior editions and presents a grimmer vision of the world where the Technocracy has more or less won, Paradox is a much harsher force, the other worlds are mostly cut off and very difficult to travel to, and the world in general is plunging towards apocalypse (and the end of the original game line). There’s also Mage: the Sorcerer’s Crusade, which presents the world in a medieval/Renaissance setting at the beginning of the Ascension War, and Dark Ages: Mage, which takes the setting into medieval times.
M20 has a separate book going into further detail on the magic system. It’s called, appropriately enough, How Do You DO That? and I’d recommend it if you’re looking to get into M20, as it provides rules guidelines for a wide range of common spell effects that goes more in-depth than the core rules. There are two other M20 books published to date. The Book of Secrets contains more character options, expanded rules (including creating magical items), a closer look at magical paradigms, and other assorted information. Gods and Monsters has an assortment of NPCs, spirits, and, well, monsters.
The Tradition/Convention books detail each of the respective factions and were reprinted for multiple eras (note that all the Revised Convention Books except for Iteration X were PDF-only though). For Revised, there were also the Guides to the Traditions/Technocracy. If you’re thinking about focusing your campaign around a particular faction or playing a character of that faction, I’d recommend picking one of those books up for more detail and inspiration. The various Disparate Crafts never got their own dedicated books for the most part, but some of them are detailed in various sourcebooks across editions, such as the Book of Crafts.
The Book of Worlds and Horizon present the different Umbral realms and otherworldly magical/technological sanctuaries you can travel to. Much of these setting details have been superseded (or in the case of Horizon, destroyed entirely), but if you want your campaign to lean on the weirder high fantasy end it’ll give you a lot to play with.
Ascension was the book that ended the old product line, presenting several different world-ending scenarios - one of which is pretty much the canon ending to the Mage story (at least until M20 came along) and the others being alternate ways to cap out a chronicle, like the Nephandi winning, aliens showing up to drain magic from the world, or just a giant asteroid hitting Earth. While you probably don’t want to start your campaign out that way, it’s an interesting read that gives ideas for an epic campaign ending.
Note that Mage: the Awakening, while very similar, is a completely separate game that’s part of the new World of Darkness (now also known as the Chronicles of Darkness) that rebooted the product line with a different setting.
What equipment do I need?
As with all Storyteller games, Mage uses d10s exclusively. About 6 per character is the most you’ll need on average to start out with. Having extra space beyond the character sheet to write down spells is a good idea.
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