Monday, October 30, 2017

Running a Technocracy Game, or "Are We Bad Guys or Good Guys?"

The World of Darkness, despite its name (or maybe because of it) is not black and white. There's no clear-cut good and evil like you have in D&D. Quite the opposite, there's a whole spectrum of gray that exists in the WoD, and within every Mage faction. The Traditions can be bad guys, and their longtime adversaries can be the heroes. This blog entry is going to look at how to flip the expectations of a Mage game to run a Technocratic Union chronicle.

"You didn't know about level 7? There's a lot you don't know about the Union."

To start, the Technocracy has noble origins that carry over to its modern incarnation. Their core mission statement is simple: Protect humanity from the evils of the world. This is commonly defined as supernatural creatures such as vampires, werewolves, ghosts, spirits, faeries, and anything that seeks to harm or dominate humanity. Unfortunately, that also includes mages.

"But wait, aren't Technocrats mages? They use Spheres to create effects just like the Traditions, right?" Yes and no. While the Mage game system is the same, the Technocracy has its own non-magickal terminology. They don't gather in chantries or cabals, they organize themselves by construct and amalgam. Technocrats don't belong to Traditions, they are a part of a Convention of like-minded people. They don't cast magick, they enact procedures. And so on and so forth, separating themselves from anything potentially mystickal about who and what they are.

Except for the Harbingers of Avalon, but that's a whole other story.

"But how do you reconcile the fact that they've been the bad guys in Mage since first edition?" Here's where we get into those shades of gray. Like any large organization, the Union has good people and bad people within it. Most of those bad people are commonly encountered by the Traditions, and that's okay. The Technocracy also has good people with enough common sense to realize that an open hand can be just as effective as a closed fist. And even the actions of good people can be viewed as horrible to those on the wrong side of their acts. I'm pretty sure the vampire caught feeding on a hapless mortal is going to paint the Technocracy as the bad guys when they rush in to save that person. Just be careful if you start getting lenient with the things that go bump in the night. Control keeps tabs on every agent in the Union, and excessive breaches of their protocols will earn an agent a quick trip to Room 101 for conditioning to bring them back in line with the Technocracy's goals. (But even then, local protocols can be amended for special circumstances.)

And hey, sometimes it can be fun to play the bad guys. If you want to embrace the ruthless, faceless side of the Technocracy and steamroll the Traditions, go for it! There's nothing saying you have to be a goody two-shoes in a suit, and cutting loose against those hated Reality Deviants may be just what you're looking for. There's no wrong way to play the Technocracy, as long as you keep their core concept of "protectors of humanity" front and center.

More like protectors of the status quo, amirite?

A Technocracy game might be a good place to start a group that doesn't want to buy into the whole metaphysical mumbo-jumbo of esoteric pratices and "magick with a k" style of gameplay. If your group likes unofficial government agency stories like S.H.I.E.L.D., Kingsman, and the like, the Technocratic Union might be just what they're looking for. Aside from the Mage 20 corebook and Book of Secrets, I'd recommend the Guide to the Technocracy and the assorted original and revised Convention books for this type of game, bundled together conveniently at DriveThruRPG!

Got any specific questions about running a Technocracy-centric Mage game? Drop 'em in the comments section below, and I'll answer them in detail!

Tuesday, October 24, 2017

Running a Nine Traditions Game, or "What's Our Goal Here?"

Considered by some as the "default good guys" of Mage, the Nine Mystick Traditions are the most prominent faction and the one which most (but certainly not all) sourcebooks are written for in general. But what should you know when running a game that focuses exclusively on the Traditions?

Well, yes, but let's go deeper than that, Mordo.

For starters, let's take an abridged look at their reason for being. The Nine Traditions came together back in the 1400s because the Order of Reason (the precursor to the Technocracy) saw how humanity lived in fear under certain mystickal practices and sought to do something about it. The Order went on a sorcerer's crusade to dispel superstitious thinking with reason and science, and to break the hold that wizards and druids and the like held over the populace. In so doing, they waged war on anyone who even looked like they were influencing communities with magick. In desperation, some of these magickal traditions reached out to others of like mind across the world, and they banded together to protect each other from the Order of Reason and to maintain the wonders of the world.

How does that translate to your game? Well, the Traditions and the Technocratic Union have been fighting a war for the fate of humanity over the past 500+ years. That makes them natural antagonists to spur your mages to action. Whether they're moving against your mages directly in the form of Black Suits and cyborgs, or indirectly in the form of financial or bureaucratic manipulation, the Technocracy is always looking for ways to eliminate the presence of "reality deviants" in their area.

Technocrats aren't the only threats to the Traditions, however. Marauders wreck havoc wherever they roam, endangering lives with their very presence and weakening the stability of reality itself. Nephandi actively work to destroy the world, and have a reputation for working with independent cults and infiltrating organizations like the Traditions to achieve their goals. And there are always spirits, ghosts, demons, and other unspeakable horrors that slip through the cracks of reality to threaten the world.

All that aside, maybe the greatest threat to the Traditions is humanity itself. There's a reason that the Nine Traditions keep themselves and their magicks secret from those who have not yet Awakened, even as they struggle to help enlighten them, and that's because humanity has always feared the power that mages wield. You only have to look back through history at the various real-world inquisitions and witch hunts to know that there will always be those who will attack any openly-practicing mage because they don't fit humanity's narrow definition of normal. This threat can be non-Awakened authorities, religious leaders, landlords, neighbors, even their friends and family. Anyone could cause the Traditions a lot of trouble if they're properly motivated, despite a mage's best intentions. Anyone could be an antagonist.

Because every World of Darkness game pits a fearful populace against your character.

Beyond antagonists, the Mage 20 corebook and the Mage 20 Book of Secrets contains ample and current information on each of the traditions, their structure, justice system, areas of influence and more. The Mage Revised sourcebook Guide to the Traditions also offers a wealth of information on the Traditions around the time of the turn-of-the-century Reckoning, and there are the various original and revised Tradition books that offer a more in-depth look at each individual Tradition and their history, practices, and goals.

Got any specific questions about running a Tradition-centric Mage game? Drop 'em in the comments section below, and I'll answer them in detail!

Tuesday, October 17, 2017

Following Up That First Session, or "Where Do I Go From Here?"

Congrats, you've just run your first Mage game and things didn't go horribly wrong! The next game session is planned, the group goes home, and... now what?

"Yay, we finished the first session and still like each other!"

First of all, before anything else, take notes on how the game session ended so you can pick up from where you left off at the start of the next session. Where the characters are, which NPCs are involved in the scene, and any other details that will be relevant to reference when you run the game again. Unless you have the world's best memory, jotting down a few notes will help you maintain continuity between sessions and helps to avoid disagreements, especially if you had to end in the middle of an encounter.

Not everything has to remain exactly the same between sessions, however. Learn from the first session to address areas that might need some work. If you're trying to go for a political plot, but your players are itching for a fight, it's time to revisit your game notes and adjust accordingly. Pay close attention to the things your players latched onto in the first session. If a player wants to learn more about a particular piece of lore, find a way to make that happen. Giving the players a path to achieve their goals will help keep them invested in the game. Be careful not to give them everything all at once, though. Don't overwhelm your players. Moderation is good for longevity.

Likewise, make sure your players are happy with the characters they want to play. If something need to be fixed on a character sheet, it's better to do that early on than it is after several sessions have passed. Let the players shift points around if they want so they can play the character they want to play. There's few things players hate more than feeling as though they're locked into a character that doesn't feel like it measures up to what they imagined.

Also, some quick tips regarding rules:
  • Are there certain rules bogging the session down as they're referenced again and again? Bookmark the ones you need to consult most often so you can skip straight to them instead of having to remember if they're on page 353 or 535.
  • Do your players ask for the book every few minutes to figure out how the magic system works? Print out a copy of the Mage Quickstart for them, specifically the rules bits so they can have their own quick reference.
  • Are there any rules that seem needlessly complicated to you? Change 'em, or ditch 'em completely. House rules are common fixes at any game table to tailor things more to your group's play style. Just make sure you stay consistent with them.
  • And always remember the Golden Rule: The rules are what you want them to be. No more, no less. They're a guideline to telling an awesome story with your players, but if they get in the way, change them or ignore them. You're the Storyteller. What you say, not some rulebook, is what matters.

Listen to Barbossa, folks, he knows what's what.

Now that we have the basics of game prep hammered out, it's time to step it up a notch and get into the details of Mage: The Ascension with the next entry. If you have specific questions about any elements of Mage's sprawling setting or rules system, drop them in the comments below or over at my chronicle thread on the Shadownessence forum!

Monday, October 9, 2017

The First Game Session, or "Herding Cats is Hard!"

OK, you've got your players, and they have their character sheets. You're all gathered 'round the gaming table (virtual or actual) and you're ready to start them on their grand adventure. You get their attention from behind your ST screen and the conversation quiets so the game can begin. All eyes are on you. No pressure.

HAHAHAHAHAHA who am I kidding? Have ALL THE PRESSURE.

You said it, Jen.

The first game session sets the tone for everything that follows. You're introducing the players to your style of running games, they're getting to field test how well the dots on their sheet translate into the character they want to play, everyone's getting a feel for the setting and the rules and maybe even each other if you've never gamed together before. That's a lot of first impressions to balance, and we haven't even factored in everyone's play style and player personalities, let alone character personalities and how all of this clashes in the moment.

Running a Mage game can feel like herding cats sometimes. So, here's some tips on how to bring your gaming catnip to the table:
  • Have a "cheat sheet" of minor story ideas (AKA subplots in the writing parlance) to throw at your players. Not everything in Mage has to be world-shaking horror. Smaller, street-level problems and moral quandries are especially good for the first few games, building up to the bigger stuff later on. My very first game with this new Mage group started with helping a kid who was being chased by two suited thugs, and escalated from there.
     
  • Encourage your players to form their own bonds of friendship. If your mages are in the same chantry like mine are, odds are good they've seen each other at least once, and may at least know each other as acquaintances prior to game start. Who knows who, and for how long? They don't need to be the best of friends right at the start, but they don't have to be perfect strangers, either.
     
  • Set the atmosphere. Don't forget to throw in a little something for all 5 senses. What does the night air smell like? What sounds fill the air, both near and afar? Perception and Alertness checks aren't just for what the characters see. Important clues can come in any form, from the coppery taste of blood to the squish of something under their shoes. For Awareness checks, describe that feeling of hair standing up on the back of their neck, or the power emanating from something or someone.
     
  • Don't have your players roll for every little thing. The rules are there to help move the story along, not to get in the way of a good time. Simple or obvious tasks don't need a roll unless there's some circumstance that would cause them to otherwise fail. For example, unlocking a car door normally doesn't need a roll, unless that player is unlocking their car door in a hurry before a Nephandi descends on them with death and terror.
     
  • When the rules get in the way of telling the best story possible, fudge 'em. That's why there's a screen for those running games - all your players need to know is that you're rolling dice. That doesn't mean you have to stick to that result. If you just rolled all successes on a damage roll, and that result would kill that character, scale it back to just incapacitating them.
     
  • And while we're on the subject of killing characters, this should never be your goal. Put the characters through hell, absolutely, but character death just because of a bad roll is anticlimactic and punishes the player for something beyond their control. Fudge those rules, or at the very least, check in with the player to see if they're OK with the character dying. Offer to have them go out in a blaze of glory, or make one last proclamation (or death curse!) before their character passes into the Great Beyond. Character death should have impact, either in-game or, even better, emotionally with the players. I still tear up thinking about the "last will" I wrote and read aloud to the group my character sacrificed himself to save.
Last but certainly not least, don't forget to have fun! Games should be fun, whether you're playing or running. Mage is a storytelling game, so as long as you and your players are enjoying the story and having a blast, that's a win!

Now you, too, can herd your own cats - er, players!

Next up: How do you follow that first session? Where do you go from there? If you have specific questions, and I mean any kind of questions about running a Mage game, drop them in the comments below or over at my chronicle thread on the Shadownessence forum!

Monday, October 2, 2017

Consent and Gaming: A "How to Run Mage" Interlude

Before the first game session, before any dice are rolled, it's important to establish a place of safety and trust for your players. That means establishing boundaries.

Back when I first started playing tabletop games, consent was not ever discussed. We were young teens playing Vampire: The Masquerade, a World of Darkness game by White Wolf Publishing. We were playing monsters in a setting that's supposed to be dark and deadly. This character is draining blood from this hapless mortal! That character just frenzied and ripped that NPC's limbs off! Rawr, edgy and dark and what monsters we are, rawr! No boundaries, this is totally a mature game setting, grow a pair and get to being a tortured soul in an evil and dangerous world!

And that's not even getting into the Sabbat vampires like this one.

As we grew older and matured, however, we understood that there are some topics that are off-limits to some people. Everyone's threshold for tolerating adult subject matters is different, and this should be taken into account by everyone around the table, especially the person running the game.

One of the first questions I asked my gaming group before we even started the first Mage session was, "Are there things I should know to steer clear of in this game, things that might make you super uncomfortable or pull you out of the enjoyment of the moment?" It's a simple but important question. What are the "hard pass" topics among your group? What would they like to avoid confronting even in a safe, controlled fictional environment? Which messed up scenarios are OK, and which are off the table? Knowing the answer and respecting your group's boundaries goes a long way toward making game night a safe and trusted place to relax and really get into each session.

If the discussion of consent isn't initiated by anyone else, speak up. Lead the charge. Make sure that your voice is heard and that your limits are respected. Failing to respect your fellow gamers in that regard can derail a game session real fast, and could cost you a player (or a friend) in the process.

Your game does not need to be Care-A-Lot, but it does need consent.

GMs, if you find that someone is starting to feel very uncomfortable with something happening in-game, it costs nothing to call for a quick break to check in with them. If someone is deliberately making someone else uncomfortable, call for a break and take them aside to ask them to knock it off. If they persist in making others uncomfortable, it's time to ask them to leave.

Players, you have no obligation to stick it out if anyone makes you feel uncomfortable in a gaming group. That goes double for your GM. What do you do if the GM is forcing you to confront something in the game that is a hard pass for you? Remove yourself from that situation and find a gaming group that is more respectful of your comfort zone.

In the end, running tabletop RPGs isn't a job, it's a hobby. A game. And shouldn't the gaming table be a place where everyone can come together and have fun?