History TabletopGame / MageTheAwakening

2nd Feb '18 10:41:12 AM Servitor_2152
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** Even magic that isn't being altered by paradox has a strong "be careful what you wish for" aspect, since your own hubris is the primary enemy of the setting. Just because you want to be the smartest guy in the room, and can do that by raising your intelligence, doesn't mean you _should_ in a world full of hidden observers more than savvy enough to see you crack an impossible puzzle in half a second and immediately identify you as supernatural.

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** Even magic that isn't being altered by paradox has a strong "be careful what you wish for" aspect, since your own hubris is the primary enemy of the setting. Just because you want to be the smartest guy in the room, and can do that by raising your intelligence, doesn't mean you _should_ ''should'' in a world full of hidden observers more than savvy enough to see you crack an impossible puzzle in half a second and immediately identify you as supernatural.
2nd Feb '18 10:01:06 AM Servitor_2152
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*** Clarified in the 2nd edition. The Atlantis myth as an idealized magical civilization that fell from grace is the narrative that culturally unites the Diamond. Each of the Diamond Orders sees itself as fulfilling Atlantean traditions, and each Order tries to legitimize itself by tying itself to back to Atlantis. The Orders historically began in ancient Greece and Alexander the Great (hence the common use of Greek terminology). His empire was when the various disparate groups of mages from all over the world started to come together, culminating into the Diamond Orders today. The myth itself was formed by the antecedents of the Silver Ladder, who got Atlantis from Plato and incorporated it into their symbolic narrative. Most of the Diamond mages don't actually care what Atlantis 'is', only that it existed and it's use as a symbol as the once great civilization of magic.

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*** Clarified in the 2nd edition. The Atlantis myth as an idealized magical civilization that fell from grace is the narrative that culturally unites the Diamond. Each of the Diamond Orders sees itself as fulfilling Atlantean traditions, and each Order tries to legitimize itself by tying itself to back to Atlantis. The Orders historically began in ancient Greece and Alexander the Great (hence the common use of Greek terminology). His empire was when the various disparate groups of mages from all over the world started to come together, culminating into the Diamond Orders today. The myth itself was formed by the antecedents of the Silver Ladder, who got Atlantis from Plato and incorporated it into their symbolic narrative. Most of the Diamond mages don't actually care what Atlantis 'is', only that it existed and it's its use as a symbol as the once great civilization of magic.



** This is also somewhat mitigated by the GoneHorriblyRight factor of _successfully_ altering the universe on a regular basis. Most mages become their own worst enemy even before they start falling down the sanity ladder or getting unlucky with paradox and accidentally setting their dog on fire when they meant to throw the light switch.

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** This is also somewhat mitigated by the GoneHorriblyRight factor of _successfully_ ''successfully'' altering the universe on a regular basis. Most mages become their own worst enemy even before they start falling down the sanity ladder or getting unlucky with paradox and accidentally setting their dog on fire when they meant to throw the light switch.
12th Jan '18 1:14:40 PM MarqFJA
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* MentalWorld:
** Mages can travel into, and [[RealityWarper warp]] both their own dreams and the dreams of others. They can also go further beyond the mere subconscious and into a person's Oneiros (one of the three Astral Planes), which is their own soulscape. It contains the AnthropomorphicPersonification of their desire for self-improvement, their darker urges, their fears, and their Flaws and Derangements (if they have any). It also contains the sum total of all a person's knowledge and experience, albeit shrouded in metaphor and symbolism (or in the case of memories, the subjectivity of the experience). It's possible to travel even deeper into the Tenemos, which is the [[DreamLand collective unconscious of humanity]].
** Archmasters can make internal sanctuaries called ''chantries'' by finding a location they identify closely with and forming a physical reflection of it within their souls. Though not as mutable once they're made, they are manifestations of the mage, who is as aware of the chantry as of their own body.
12th Jan '18 11:48:50 AM MarqFJA
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[[folder:The Paths]]




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[[/folder]]







[[folder:Orders of the Pentacle]]




The Pentacle is opposed by various rival mage factions and antagonists, including:

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\n[[/folder]]

The Pentacle is opposed by various rival mage factions and antagonists, including:
antagonists.
[[folder:Enemies of the Pentacle]]




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[[/folder]]
12th Jan '18 11:43:58 AM MarqFJA
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* DreamLand: The Astral Realms have three distinct levels, two of which fit this trope.
** The Oneiros is each individual's personal MentalWorld, and thus the only one not fitting this trope.
** The Temenos is the collective MentalWorld of humanity, containing the sum total of all human knowledge, belief, and experience, albeit shrouded in metaphor, symbolism and subjectivity. Each concept has its own realm, and they are either ruled over by gods (all gods ever believed in exist in the Temenos) or [[AnthropomorphicPersonification archetypes]]. Travel is made by locating aspects in one realm and moving to another connected to it by word association. It is possible for the realms of ideologies to enforce belief in their ideology upon visitors.
** Even deeper is the Anima Mundi (also called the Dreamtime), which is essentially the MentalWorld of the Earth itself. Its entirely inhuman perspective can wash away any unprotected human mind that tries to pass through it. It contains the Earth's perspective on humanity (represented as a vast swath of destruction), nature (which is filled with animal and elemental archetypes; notably, the animal archetypes are devoid of AnimalMotifs) and the wider universe (represented as an incomprehensibly large void filled with bizarre objects and beings).


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* YearInsideHourOutside: All Astral Realms operate on subjective time. The length of real time one spends in the Astral Realms largely depends on the degree to which you interact with them. So, for example, if you merely pass through a desert, it might ''feel'' like hours, but in real time, it will take about as long as it takes to ''say'' "I pass through the desert".
14th Nov '17 6:57:32 PM Coinage
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*** Clarified in the 2nd edition, most of the Diamond mages don't actually care what Atlantis 'is' only that it existed and it's use as a symbol as the once great civilization of magic

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*** Clarified in the 2nd edition, most edition. The Atlantis myth as an idealized magical civilization that fell from grace is the narrative that culturally unites the Diamond. Each of the Diamond Orders sees itself as fulfilling Atlantean traditions, and each Order tries to legitimize itself by tying itself to back to Atlantis. The Orders historically began in ancient Greece and Alexander the Great (hence the common use of Greek terminology). His empire was when the various disparate groups of mages from all over the world started to come together, culminating into the Diamond Orders today. The myth itself was formed by the antecedents of the Silver Ladder, who got Atlantis from Plato and incorporated it into their symbolic narrative. Most of the Diamond mages don't actually care what Atlantis 'is' 'is', only that it existed and it's use as a symbol as the once great civilization of magicmagic.
15th Oct '17 4:21:08 AM Mullane
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* AndIMustScream: Simply put, this will crop up. Whether it's what happens when possessed by a Goetic Daemon, to being locked in an otherly dimensional prison, this trope will be present eventually; on the bright side, Players can do this too. The first installment in the preview chronicle [[spoiler: can be resolved by trapping a Sloth spirit in a TV remote control - what you choose to do with the remote afterwards is up to you.]]

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* AndIMustScream: Simply put, this will crop up. Whether it's what happens when possessed by a Goetic Daemon, to being locked in an otherly dimensional other-dimensional prison, this trope will be present eventually; on the bright side, Players can do this too. The first installment in the preview chronicle [[spoiler: can be resolved by trapping a Sloth spirit in a TV remote control - what you choose to do with the remote afterwards is up to you.]]



* AnimalisticAbomination: Certain Abyss manifestations have the shape of animals but are anything but. Also, the "monsters" mentioned in ''Chronicles of Darkness: Dark Eras'': animals infested by Paradox and mutated into creatures who instinctually recognice sorcerers as the origin of their pain and attacks them.

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* AnimalisticAbomination: Certain Abyss manifestations have the shape of animals but are anything but. Also, the "monsters" mentioned in ''Chronicles of Darkness: Dark Eras'': animals infested by Paradox and mutated into creatures who instinctually recognice recognize sorcerers as the origin of their pain and attacks them.



** There are few things more delicious to all the mind-numbingly evil forces out there than an Awakened's soul. Except, for some reason, the Gentry from ''TabletopGame/ChangelingTheLost'' - they only take Sleepers. The reason? The fae are ''hiding'' from the Mages because their supernatural firewall, the ability to change the world with one's will, has extra pointy bits against them.

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** There are few things more delicious to all the mind-numbingly evil forces out there than an Awakened's soul. Except, for some reason, the Gentry from ''TabletopGame/ChangelingTheLost'' - they only take Sleepers. The reason? The fae Fae are ''hiding'' from the Mages because their supernatural firewall, the ability to change the world with one's will, has extra pointy bits against them.



** THe Daimon is the embodiment of ones desire of self improvement, they usually manifest as contrarian embodiment of the person's personality but whether or not they are ''evil'' is another matter entirely.

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** THe The Daimon is the embodiment of ones desire of self improvement, they usually manifest as contrarian embodiment of the person's personality but whether or not they are ''evil'' is another matter entirely.
25th Sep '17 7:31:21 PM Anura
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** {{Arcadia}}: Makes up the basic framework, but filled with FairyTales and their [[FairytaleMotifs motifs]] (some of which are [[FracturedFairyTale fractured]]) and bound together by the TheoryOfNarrativeCausality. Also inhabited by the [[OurFairiesAreDifferent Fae]]. It's left ambiguous whether [[TabletopGame/ChangelingTheLost the Arcadia of the True Fae]] is the same as this Supernal Realm, or if they just share the name.

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** {{Arcadia}}: Makes up the basic framework, but filled with FairyTales and their [[FairytaleMotifs motifs]] (some of which are [[FracturedFairyTale fractured]]) and bound together by the TheoryOfNarrativeCausality. Also inhabited by the [[OurFairiesAreDifferent Fae]]. It's left ambiguous whether [[TabletopGame/ChangelingTheLost the Arcadia of the True Fae]] is the same as this Supernal Realm, or if they just share the name.


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*** As of second edition ''Changeling'', the two Arcadias are explicitly separate realms.
23rd Sep '17 1:29:05 PM SS2double
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* BeethovenWasAnAlienSpy: Averted. For the most part, mages assume that none of their number were ever famous or legendary (and some cases where they believe that they were have a few holes in them). In the few cases where they believe that extremely legendary people were mages (such as Merlin), it's still ambiguous how much such mages may have inspired legends, and how much they may have been inspired ''by'' legends.
** Actually averted mechanically, not just in the storyline: the only truly unique Mage merit that has no counterpart in the other splats is "Occultation", which has the sole purpose of making it difficult to record, write, or even remember anything about the mage once he's no longer right in front of you.

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* BeethovenWasAnAlienSpy: Averted.[[AvertedTrope Averted]]. For the most part, mages assume that none of their number were ever famous or legendary (and some cases where they believe that they were have a few holes in them). In the few cases where they believe that extremely legendary people were mages (such as Merlin), it's still ambiguous how much such mages may have inspired legends, and how much they may have been inspired ''by'' legends.
** Actually averted [[AvertedTrope averted]] mechanically, not just in the storyline: the only truly unique Mage merit that has no counterpart in the other splats is "Occultation", which has the sole purpose of making it difficult to record, write, or even remember anything about the mage once he's no longer right in front of you.



* LovecraftLite: Your enemies are things that can legitimately give Lovecraft nightmares. But you have such powers that you can challenge them to a staring contest, and somehow come out the winner. The theme of the game is [[{{Pride}} "the danger of hubris"]], not "run and hide from unspeakable things".

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* LovecraftLite: Your enemies are things that can legitimately give Lovecraft nightmares. But you have such powers that you can challenge them to a staring contest, [[DidYouJustPunchOutCthulhu and somehow come out the winner.winner]]. The theme of the game is [[{{Pride}} "the danger of hubris"]], not "run and hide from unspeakable things".



* {{Metaplot}}: Averted, as with the rest of the TabletopGame/NewWorldOfDarkness.

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* {{Metaplot}}: Averted, [[AvertedTrope Averted]], as with the rest of the TabletopGame/NewWorldOfDarkness.



* MugglesDoItBetter: Ah-hah... no. Even the Free Council, who believe Humanity is inherently magical, admits that what human science can do is far inferior to what mages can do, what with the Mage ability to cure any disease, regrow severed limbs, dish out a GenderBender, manipulate gravity, create life... the problem is that muggles ''screw up'' magic, which is something mages tend to angst about. It's pretty hard to know you could cure AIDS or Cancer, but if you do so for a muggle, you'll drive them insane in the process and a sickness in their very soul will eventually unravel the cure anyway.

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* MugglesDoItBetter: Ah-hah... no.[[AvertedTrope no]]. Even the Free Council, who believe Humanity is inherently magical, admits that what human science can do is far inferior to what mages can do, what with the Mage ability to cure any disease, regrow severed limbs, dish out a GenderBender, manipulate gravity, create life... the problem is that muggles ''screw up'' magic, which is something mages tend to angst about. It's pretty hard to know you could cure AIDS or Cancer, but if you do so for a muggle, you'll drive them insane in the process and a sickness in their very soul will eventually unravel the cure anyway.



* ScienceIsBad: ''[[SubvertedTrope Subverted]]'' in the sourcebook about [[BigBad Seers of the Throne]]. The Seers draw temporal power from narrow-mindedness and the inability to accept that which people don't understand. An ''actual'' scientist (ie, a person skeptical enough to not take things at first glance, but open enough to accept the supernatural when it's in his face) is everything they hate and dread in a person. Thus, any mage who actually says this is (A) a Luddite with a morality 50 years behind the times, or (B) a Seer.

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* ScienceIsBad: ''[[SubvertedTrope Subverted]]'' in the sourcebook about [[BigBad Seers of the Throne]]. The Seers draw temporal power from narrow-mindedness and the inability to accept that which people don't understand. An ''actual'' scientist (ie, a person skeptical enough to not take things at first glance, but open enough to accept the supernatural when it's in his face) is everything they hate and dread in a person. Thus, any mage who actually says this is (A) a Luddite [[LuddWasRight Luddite]] with a morality 50 years behind the times, or (B) a Seer.



** Consciously averted with the Seers of the Throne; the Seers are not the Technocracy, and they're painted as the Bad Guys from square one.

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** Consciously averted [[AvertedTrope averted]] with the Seers of the Throne; the Seers are not the Technocracy, and they're painted as the Bad Guys from square one.
23rd Jul '17 7:34:58 AM GentlemensDame883
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* AlienNonInterferenceClause: Archmasters are expected to avoid throwing around divine-class power in the Fallen world. It's perfectly acceptable to rewrite all of reality through altering the Supernal, but being too blatant in the Fallen is likely to wreck things for archmasters as a whole (plus, selective enforcement of this rule is to the benefit of the Exarchs, who are its most ardent defenders).

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* AlienNonInterferenceClause: Archmasters are expected to avoid throwing around divine-class power in the Fallen world. They even have a term for it: the Pax Arcanum. It's perfectly acceptable to rewrite all of reality through altering the Supernal, but being too blatant in the Fallen is likely to wreck things for archmasters as a whole (plus, selective enforcement of this rule is to the benefit of the Exarchs, who are its most ardent defenders).
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