
Tight focus works well - the story will grow organically from there.įire off any questions you have as you go - myself or another Mage fan will be happy to jump in and share our thoughts.

My chronicle just turned 25 this August, and we started out with stuff like "save this church from being demolished because it's a Node" and "rescue your brother from the Nephandus" and "accidentally blow up the Technocracy safe house with a tragic gas explosion" and the like. Mage is a huge game, but your chronicle doesn't have to be. Set a scope that you and your players are comfortable with and just stick with that. But you should definitely start small, focus on a particular area and theme, and just explore that through play. Mage Made Easy is a better place to look. The M20 Quickstart isn't great at explaining the game - it's more of a collection of rules excerpts. Your idea of starting as Orphans and learning through play is the perfect way to go.

Then, after a relatively low stakes confrontation or two with the supernatural (and learning the basics of the game system without having to deal with casting and spells right away), they could all awaken, preferably in connection with and as a (partial) consequence of the previous confrontation - and over the course of the next few stories you could introduce the advanced mechanics, step by step, with time to practice and without everyone having to learn everything right away. I'd introduce the World of Darkness gradually, through the eyes of mortals, or as Mage calls them, Sleepers - that is, all the PCs would start out as mostly ordinary people, maybe with a sixth sense, second sight, or something similar, a basic and hazy magical perception.

Mage the ascension tv show series#
I haven't GMed Mage for ages (even though it used to be a fav rpg of mine), so I can only give you only a basic tip or two that you probably already have thought of.Īnyway: if I were you, I'd start by extending the Prelude into a series of full-fledged, short one shots.
