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whitewolf_lj
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What's the word, kids? I've just come from the most recent "crossover meeting," in which we World of Darkness-type developers sit around a table and, mostly, make fun of me. This week, though, we also hammered out some conceptual and mechanical notions common to Vampire, Werewolf and Mage. In this case, I had wanted to pull on my fisherman's gloves and get up to my elbows in Ethan's and Bill's brains to see how a feature of the upcoming Ordo Dracul covenant book would interact with some similar features of Werewolf and Mage. What happened is, I think, the ideal result of these meetings: An existing idea was refined by folks smarter than me, solidified a bit with elements of setting and atmosphere, and augmented by a new idea that's going to net some new occult toys for the Kindred. Even better, it's sort of recharged my drive to get up to my neck in the book this weekend. As an aside, I should say that matt milberger and Pauline Benney have made some amazing things happen on that Lancea Sanctum book. It's rad-looking and I'm eager for it to land with a 224-page thud on your game table. Careful with those drinks, dude, 'cause they'll spill. The point when a manuscript becomes a book gets me so jazzed. It's the powder that fires me out of the cannon at the next project. Last thing: We also talked a bit about the hypothetical fourth game at the meeting today. Let me tell you, it's one of those things that I've been wanting to do since I was making home-brew Storyteller games for my old group back in the day. An intimidating thrill. This is the period when hot, molten ideas are getting thrown around — good stuff. (I've sort of come into the late stages of it on Mage, but that game's awesomenity was already cranked up so high when I got here that I can't hardly reach the controls.) No telling where this new game's gonna go in the next few months, but right now I'm inspired and enticed like I was when I read through the Werewolf proofs in my first weeks at the office. Let's all enjoy my foolish green exuberance while we can. Current Music: The Decemberists, "Shanty for the Arethusa"
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The idea of mages as being accursed and dark is stimulating! When would you see it possible to release a short blurb about the extent and style of mage power, that is, what a beginning mage could possibly do? I know you cannot reveal much, it's just that I am kinda jumping up and down in my chair wanting to know if they're more like Randolph Carter from Lovecraft stories and John Constantine from Hellraiser comics (sort of like mortal investigators but with access to greater power than most, and constantly risking utter obliteration and damnation), or more like mages in the Infinity Concerto by Greg Bear (being powerful yet still mortal, with potential to damage themselves if they go too far from human considerations).
I don't want to make my mages seem really powerful or really weak to begin with, nor allow them to do what they obviously could not, should they appear in my campaign... at present, a mage might appear but she's gonna be an utter beginner and somewhat reclusive from supernaturals and subtle in her use of power (since my players don't read nor know of this board, I'll mention the following), and she will be acting as a distraction so that other mages can gain foothold in the city and wrest it from the Carthians, quite possibly to allow the Invictus to take hold without knowing about their intervention -- so they could slyly take hold of the reins.
She's kinda a pawn and kinda expendable, though quite dedicated and with potential to be considered useful.
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