Mage The Ascension NWoD House Rules

Goals

NWoD Base Rules

I consider the New World of Darkness to be overall better in the base rules department and so wish to run Mage: The Ascension with them. That aside, the Paradigm system could work with the classic rules.

Defined Paradigm

The open-ended paradigm is one of the best features of MtA, but it is also poorly explained in the core book and incredibly arbitrary in the end, both of which make it difficult for new players to grasp and can lead to problems while playing. I wanted a mechanics-backed paradigm that would encourage players to think about their mage's tools and view them as meaningful while also keeping paradigm something personal and subjective. I've also used the Paradigm system as a way to answer some questions that would arise when crafting effects, such as whether an effect can be dodged and what sort of effects will last a long time.

Slow Buildup for Magic

Rather than having powerful spells be just as quick to cast as minor spells, I want the easy stuff to be achievable in a single round while more outrageous effects require a lot of time and effort. This means that combat is unlikely to overwhelmed with world-shaking magic and also gives a reason for mages to employ traditional weaponry like swords and guns. MtA never seemed to portray mages as engaging in magic duels (Hermetics aside), but rather to use what's fast and easy (but not necessarily reliable) in the heat of the moment.

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