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<tab name="PrP/Plot Guide"> | <tab name="PrP/Plot Guide"> | ||
There are three rules of thumb to abide by if you want to run Mage PrPs or plots. The overall gist is that everything should have consequences, and that we do not operate within a vacuum. If things happen in Mage, it affects the rest of the game (arguably more than many other Spheres). | There are three rules of thumb to abide by if you want to run Mage PrPs or plots. The overall gist is that everything should have consequences, and that we do not operate within a vacuum. If things happen in Mage, it affects the rest of the game (arguably more than many other Spheres). | ||
* The Travails of Magick: Mages are hubristic creatures by nature. They will incur Paradox because they think they can get away with something, or they don't think about the consequences of changing Reality. Reality will snap back when stretched enough and you will be expected to run Paradox backlashes. | * The Travails of Magick: Mages are hubristic creatures by nature. They will incur Paradox because they think they can get away with something, or they don't think about the consequences of changing Reality. Reality will snap back when stretched enough and you will be expected to run Paradox backlashes. ''If you feel uncomfortable running backlashes for your friends, please notify staff and we'll handle it either on site or via +job.'' Second, Awakened magick is a powerful thing and can often lead to large-scale changes. '''You must receive permission to make any changes to the grid that would be permanent or require adjustments.''' This isn't to say that plots including this will be denied, but they may be adjusted. That said, if there are on-the-fly changes (collapsing a bridge, blowing up a building, etc.) this falls into the territory of staff, as there will be a response from the city at large. Please let us know if this occurs. | ||
* No Silly Bullshit: Okay, look. Mage can sometimes be campy and ridiculous. Some would say the whole point of the Etherites is to play off camp. That said, there's an extent to which camp is allowable. If you're following the plot to children's cartoons or doing junk like having dinosaurs rampage through part of San Diego, this is 100% vetoed. There are umbral realms where things like dinosaurs exist, but on Earth, a dinosaur would be similar to Bygones in that the power of Disbelief would immediately destroy them. If you're wondering if you've surpassed camp, chances are you have. But if you really would like to get an eye on your plot, page staff. | * No Silly Bullshit: Okay, look. Mage can sometimes be campy and ridiculous. Some would say the whole point of the Etherites is to play off camp. That said, there's an extent to which camp is allowable. If you're following the plot to children's cartoons or doing junk like having dinosaurs rampage through part of San Diego, this is 100% vetoed. There are umbral realms where things like dinosaurs exist, but on Earth, a dinosaur would be similar to Bygones in that the power of Disbelief would immediately destroy them. If you're wondering if you've surpassed camp, chances are you have. But if you really would like to get an eye on your plot, page staff. | ||
* Nephandi, Technocrats, Traditionalists: Since we do allow all of the Mage factions, having adversaries that are part of the other factions (ex. if you're running a plot for Traditionalists and showcase a Nephandic adversary), please let staff know. This may impact the way that the other factions interact with the game, as not all NPCs are going to be faceless. Even the most distant k'llashaa Nephandus is still going to be known by other Nephandi in the city. This means that your players may have a target painted on their back if they take out that lone Nephandus. Staff is always willing to work with you to make your plots have far-reaching consequences. We can also work with you to find other ways to incorporate adversaries that may not cause factional animosity -- more so than normal. Marauders are free game, of course. The Disparates have largely been hunted to extinction, but they still show up on occasion. Remember that any Mage can be | * Nephandi, Technocrats, Traditionalists: Since we do allow all of the Mage factions, having adversaries that are part of the other factions (ex. if you're running a plot for Traditionalists and showcase a Nephandic adversary), please let staff know. This may impact the way that the other factions interact with the game, as not all NPCs are going to be faceless. Even the most distant k'llashaa Nephandus is still going to be known by other Nephandi in the city. This means that your players may have a target painted on their back if they take out that lone Nephandus. Staff is always willing to work with you to make your plots have far-reaching consequences. We can also work with you to find other ways to incorporate adversaries that may not cause factional animosity -- more so than normal. Marauders are free game, of course. The Disparates have largely been hunted to extinction, but they still show up on occasion. Remember that any Mage can be ''evil'', and an Orphan can be just as compelling as a Nephandus with the right motivations if your players want to be the good guys. | ||
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[[Category: Mage]] | [[Category: Mage]] |
Revision as of 20:37, 29 July 2024
History
Restricted
Kinfolk merit (BSD) will need prior concept being approved by Wyrm Staff and Mage Staff.
There are three rules of thumb to abide by if you want to run Mage PrPs or plots. The overall gist is that everything should have consequences, and that we do not operate within a vacuum. If things happen in Mage, it affects the rest of the game (arguably more than many other Spheres).
- The Travails of Magick: Mages are hubristic creatures by nature. They will incur Paradox because they think they can get away with something, or they don't think about the consequences of changing Reality. Reality will snap back when stretched enough and you will be expected to run Paradox backlashes. If you feel uncomfortable running backlashes for your friends, please notify staff and we'll handle it either on site or via +job. Second, Awakened magick is a powerful thing and can often lead to large-scale changes. You must receive permission to make any changes to the grid that would be permanent or require adjustments. This isn't to say that plots including this will be denied, but they may be adjusted. That said, if there are on-the-fly changes (collapsing a bridge, blowing up a building, etc.) this falls into the territory of staff, as there will be a response from the city at large. Please let us know if this occurs.
- No Silly Bullshit: Okay, look. Mage can sometimes be campy and ridiculous. Some would say the whole point of the Etherites is to play off camp. That said, there's an extent to which camp is allowable. If you're following the plot to children's cartoons or doing junk like having dinosaurs rampage through part of San Diego, this is 100% vetoed. There are umbral realms where things like dinosaurs exist, but on Earth, a dinosaur would be similar to Bygones in that the power of Disbelief would immediately destroy them. If you're wondering if you've surpassed camp, chances are you have. But if you really would like to get an eye on your plot, page staff.
- Nephandi, Technocrats, Traditionalists: Since we do allow all of the Mage factions, having adversaries that are part of the other factions (ex. if you're running a plot for Traditionalists and showcase a Nephandic adversary), please let staff know. This may impact the way that the other factions interact with the game, as not all NPCs are going to be faceless. Even the most distant k'llashaa Nephandus is still going to be known by other Nephandi in the city. This means that your players may have a target painted on their back if they take out that lone Nephandus. Staff is always willing to work with you to make your plots have far-reaching consequences. We can also work with you to find other ways to incorporate adversaries that may not cause factional animosity -- more so than normal. Marauders are free game, of course. The Disparates have largely been hunted to extinction, but they still show up on occasion. Remember that any Mage can be evil, and an Orphan can be just as compelling as a Nephandus with the right motivations if your players want to be the good guys.