With the end of another year rapidly approaching, I thought I'd take time to look back on the games that I played, as I line up new games for next year. Next time I'll be posting a summary of the games that I ran.
Games that I took part in as a player :
Dungeon World - This was run by +Michael Bay and through the course of various games I played several characters. It was interesting to visit the "Apocalypse World" engine from a different angle, which will help when I run "Monster of the Week" next year.
Apocalypse World - This time out +Tony Reyes was at the helm in a weird, violent (to be expected) mini-campaign. I played a cult leader who steered the group down entirely the wrong path. This game is always interesting but challenging to play, and I never envy the person who has to run it. They seem to be caught between improvised responses and not being allowed to have much influence in the setting.
Shadowrun 5th Edition - A one-shot demo of a game I'd never got round to trying before. Great setting, but far too crunchy for my tastes. I was definitely the only one at the table who wasn't having a blast, so it can't be denied that Shadowrun has a certain "something".
Mage:The Awakening - I finally got to try a "New World of Darkness" game! I thought it was great, much easier than I'd anticipated. The LARP adaptation of the rules and the tendency to stay immersed in character threw me a little, and sadly my schedule got in the way of staying with the game. I'd feel confident running this myself, but there doesn't seem to be an audience.
Savage Worlds - This was a zombie survival game, absolutely not my ideal setting, but I really enjoyed the system. It had enough crunch to make the combat satisfying, something which I feel is missing in the games that I run. Fun, and great for one-shots.
Fate Accelerated Edition - +Scott Acker ran a demo of this and aside from being a fun session, I came away feeling that I actually understood how the game works...always a good sign in a demo! I'm interested in seeing where Fate goes in future settings.
Old School D&D - +john yorio has ran two sessions of this recently and I played in both. It took me back to my childhood and was good old-fashioned fun. Simple rules, deadly opponents and a really great sense of camaraderie at the table.
So there you have it, a decent selection for the year and I didn't realize how much I'd played until I planned this post! I salute all the people who ran these games. All were excellent gamesmasters and I learned something from each of them to take forward into the games that I run.
Showing posts with label Mage:The Awakening. Show all posts
Showing posts with label Mage:The Awakening. Show all posts
Monday, December 9, 2013
Tuesday, October 8, 2013
Mage - The Awakening RPG
I finally got round to playing a game of "Mage - The Awakening", which is the New World of Darkness version of my old favorite, "Mage - The Ascension".
The game was run by the Mind's Eye Society, a World of Darkness LARP group, and it was the LARP rules that were used in the game. The rules and certain elements of the setting reminded me of two other games in particular...more on that later.
First of all it was time for character creation. I'd done some research in advance and came with ideas of which magical path and order I wanted to belong to. As is often the case with me, when it came to actual creation and discussing concepts with the GM ("Storyteller"in WoD terms), I went with one that had initially appealed to me the least! The path is all about what kinds of magic you do, and how you interpret the world magically. The order is more about your philosophy and view on how magic should be handled.
The paths are Acanthus (Enchanters who are all about luck,chance and time), Mastigos (Warlocks who work their inner demons,and other peoples), Moros (Necromancers who focus on death and material things), Obrimos (Theurgists who use raw,prime divine magic) and Thyrsus (Shamans who deal with the natural world). I strongly leaned to Mastigos and Moros before I attended the session, and ended up going with Acanthus. I liked Time magic, and playing with chance. I wanted a character who would get into trouble through gambling.
The orders are the Adamantine Arrow (fighters),Guardians of the Veil (spies), Mysterium (Lorekeepers), The Silver Ladder (Rulers) and the Free Council (Modernists). I went with the Mysterium, as I also wanted a research and investigation emphasis in the character.
The game reminded me in some ways of "Nephilim". Specifically, the five paths are aligned to Watchtowers. You have your Watchtower, the others are neutral but one is opposed..it's your weakest point. When visualized as a pentagram, this strongly resembles how the elements in Nephilim work, and how you assign Ka.
The system had a few different ways to be played, with hands, cards or dice. I went with dice, and rather than using the tabletop rules of a dice pool, instead you add the number of dots in an attribute to the dots in a skill plus a D10. Anything over 10 is a success. This is pretty much how Unisystem works, and I recognized it from running "All Flesh Must Be Eaten". It's a fast,easy way to resolve things and has me wondering about giving the "Angel" RPG a shot...
All in all a fun game and not nearly as complex as I thought it would be. I look forward to more sessions and exploring the system more.
The game was run by the Mind's Eye Society, a World of Darkness LARP group, and it was the LARP rules that were used in the game. The rules and certain elements of the setting reminded me of two other games in particular...more on that later.
First of all it was time for character creation. I'd done some research in advance and came with ideas of which magical path and order I wanted to belong to. As is often the case with me, when it came to actual creation and discussing concepts with the GM ("Storyteller"in WoD terms), I went with one that had initially appealed to me the least! The path is all about what kinds of magic you do, and how you interpret the world magically. The order is more about your philosophy and view on how magic should be handled.
The paths are Acanthus (Enchanters who are all about luck,chance and time), Mastigos (Warlocks who work their inner demons,and other peoples), Moros (Necromancers who focus on death and material things), Obrimos (Theurgists who use raw,prime divine magic) and Thyrsus (Shamans who deal with the natural world). I strongly leaned to Mastigos and Moros before I attended the session, and ended up going with Acanthus. I liked Time magic, and playing with chance. I wanted a character who would get into trouble through gambling.
The orders are the Adamantine Arrow (fighters),Guardians of the Veil (spies), Mysterium (Lorekeepers), The Silver Ladder (Rulers) and the Free Council (Modernists). I went with the Mysterium, as I also wanted a research and investigation emphasis in the character.
The game reminded me in some ways of "Nephilim". Specifically, the five paths are aligned to Watchtowers. You have your Watchtower, the others are neutral but one is opposed..it's your weakest point. When visualized as a pentagram, this strongly resembles how the elements in Nephilim work, and how you assign Ka.
The system had a few different ways to be played, with hands, cards or dice. I went with dice, and rather than using the tabletop rules of a dice pool, instead you add the number of dots in an attribute to the dots in a skill plus a D10. Anything over 10 is a success. This is pretty much how Unisystem works, and I recognized it from running "All Flesh Must Be Eaten". It's a fast,easy way to resolve things and has me wondering about giving the "Angel" RPG a shot...
All in all a fun game and not nearly as complex as I thought it would be. I look forward to more sessions and exploring the system more.
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