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whitewolf_lj
jachilli |
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Hey, onlookers, here's some news to report: Werewolf's at the printer. It's been there for several weeks, actually. I proofed the screen today, as well. Hopefully many of the snags and hiccups we had during the Vampire process will let us hit the ground running a little better with Werewolf since we know what to expect. Ethan has Rockies in development right now and... well, let's just say his next project is queued up for when that book reaches completion. Mage continues development, and looks to hit its deliverable dates (knock on wood). It's the game that departs most greatly from its original incarnation in the World of Darkness and we've really been bending our brains to make the game everything a game named Mage should be, but to leave behind a lot of the ideas we'd already done. It's a great creative process in action -- everyone turns both barrels loose and we turn over every idea we take for granted. I expect great things from it. Vampire continues to cook, of course. Lancea Sanctum just went to layout, New Orleans just went to editing and Ordo Dracul is in development right now. We finally assembled the first pass of eratta (ha! I make joke!), which will be implemented upon reprint and otherwise available soon for download at the White Wolf site if it isn't already. Discussions have begun regarding the game to follow Mage in the World of Darkness line. I can't say much now -- in fact, anything specific I said now would likely be outdated by the time the game actually went to press -- but it's shaping up to be something we haven't done before. I don't mean that as in "a different interpretation of X," I mean something altogether new to us. Feedback from the latest round of Mind's Eye Theatre playtest sessions is due at the end of this week. It's an entirely different beast than tabletop playtest. In a tabletop environment, you always have a single Storyteller to serve as arbiter, and should things start to go awry, he's there to bring things back under control. The new MET rules have been designed for large-scale troupe play, though, and a Storyteller won't always be available. As such, the rules need to be tight and not much left open for interpretation. It just won't do to have two (or more!) separate guesses as to how the rules work if players don't have a Storyteller handy to adjudicate. We've just added a new Exalted title to the schedule as of this afternoon. It's a sourcebook on the one direction that hasn't yet been covered, the north. It's being outlined and contracted right now. That's the news today, at least from my department's side of things. Rockasaurus. Current Music: The Strokes "Last Night"
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| From: (Anonymous) |
Date: January 22nd, 2005 09:38 am (UTC) |
| (Link) |
I hope it's good news....
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Certainly, Mage was my favorite old WoD game. I liked it for the epic scope, the flexibility of the universe, and the dynamical magic system.
It never looked horrific to me, in any intrinsic way. It could be done that way (and as a ST, I often gave the mage that "look and feel") but I almost always felt the game was Epic, not Horrorific.
Now that I think about it, I'm not sure how good or bad I feel about the new Mage, 'cause one of the best things of the first game (for me, at least) was precisely that it wasn't horror-oriented first hand (look the phrase at the back of the original Mage 1st. edition, and even the 2nd one!) and for me, Mage always was the "hope in the dark" game. Even after Mummy was done in such a way that Mummies were actually sent as a sort of immortal hero, Mage reflected to me that very nature of human existence in a better way: Willworkers as the ones with the power to save humanity from Darkness; flawed by nature as they are human, specially with pride and stubbornness.
If the new Mage manages to keep this theme (mages as human-flawed, but also as hope-carriers) in it's core, I might like it very much. But if it gets lost in the way... Well. Better not to have such negative thoughts.
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