Review Mage Made Easy

TL;DR: the book covers what the title says and has useful suggestions. If you are a Mage fan this book has ideas for you. If players/STs are struggling then I definitely recommend this book. If you are a Mage expert, maybe this book is just a 3/5 for you, since experts likely have many proven dynamic pitches, plus the ability to quickly adapt and personalise chronicles; but maybe they’d still get something from this book, or enjoy reading more Mage things.

For those wanting more details, here is a deep dive. From my experience, players new to Mage typically fit into one of the following non-exhaustive groups:

A) Those that need help with the scale and implications of the setting. Character creation alone introduces a lot of Factions; does a player need an overview of each?

B) Those that struggle with the concept of what Spheres can do, plus maybe the rest of Mage’s metaphysics: Paradox and its many manifestations, the different realms, and in particular the topic of what counts as Coincidental / Witnesses / Vulgar magick.

C) Those that that struggle with both A & B.

D) Those that struggle with neither.

For people wanting more advice for dealing with Group B, I can appreciate why some might give the book a 3/5. However, from a certain P.o.V., Satyros does provide advice about the Spheres. From Focus over Spheres, ways to reconsider Witnesses and Vulgar Magick, different ways to use Paradox, to highlighting to centre a game on low level characters and stories, as well as mundane but personal character matters. My advice is don’t be quick to dismiss how these threads interact with each other.

Some might think advising people to strip back the scale of Mage, especially given the vast number of books, never mind just looking at the size of Mage 20th, is a simple and maybe even useless answer. I disagree, years ago I used to talk about the rich setting and the fun creativity of the Spheres, some of the players admitted to being intimidated before they began. When I returned to Mage I had an easier time persuading some new players to explore the game by focusing on the personal, not trying to summarise lots of factions, history, or metaplot.

I particularly liked the Arcane Approaches section. Whilst some may view this section as being weak or even obvious, maybe in hindsight it is. Personally, I think it helps make things easier, especially when combined with the rest of the book.

Will players in Group D benefit from this book? The title itself then should be an obvious indication to them about the book’s goal. It seems unlikely that Group D will see this book as a must read; I don’t think it is for them, but if someone enjoys reading Mage books, then I’d recommend this.

Could this book have gone further for those in Group B? Maybe, but I’m not sure more explanations will achieve what some are after. I’ve not experienced long-term problems with people in Group B, since over the course of a chronicle they have learned their characters range and explored different potential; but, I appreciate others may have different experiences. There are other products available on the Storyteller’s Vault that provide a detailed examination of Spheres, Nodes, etc.; for example I’ll be reviewing Sources of Magick next 🙂 I am sure Mage Made Easy will inspire another product focusing on the details that some are after.

I enjoyed the book and I think this book succeeds in its goals, 5* drivethrurpg, 4* on Goodreads. 😀

https://www.drivethrurpg.com/product/314476/Mage-Made-Easy-Advice-from-That-Damn-Mage-Guy?affiliate_id=11172 (Mage the PodcastMage the Podcast Affiliate Link)

You can also support Satyros at https://www.patreon.com/philbrucato/ 

Video created on 30th September 2020

RPG Power of PBM: Time

This post follows on from my overview of Role-Playing Game Types (RPG), and is another step towards finally publishing my role-playing guide. I think play-by-mail (PBM) is awesome, and despite what some claim it has not died out. To help justify my opinions on why PBM can be such a powerful way of role-playing (RP), I’ll explain some core aspects that form the essence of this type of gaming.

Over the decades PBM became an umbrella term covering more than just games played via a postal service. The term PBM has variations like: play-by-post (PBP), play-by-email (PBEM), play-by-Internet (PBI) or play-by-web (PBW). PBEM has probably been the most common playing method since the 90s. I prefer to use the PBM abbreviation as an umbrella term for all the types. Whilst PBM can be a way of running downtime for a tabletop group (TTRPG) or Live-Action (LARP), I am focusing on dedicated PBM RPGs.

I’ve found that trying to explain what PBM is, by giving diverse game examples just complicates matters. Many PBM games have nothing to do with role-playing, such as chess or Diplomacy. Chess and similar turn based board games are easy to envision being played by post. Introducing a PBM RPG to a few role-players is met with confusion, their initial thought is that someone writes they rolled a 6, and then imagine a really slow postal conversation filled with tedious haggling about results, rules, and a line of character dialog. PBM games are generally a lot more sophisticated than this, and from a certain point-of-view RP is carried out in a similar fashion to a tabletop game; more on PBM and RP in a future post.

I’ll quickly clarify that PBM can run any style of role-playing. Whilst it may be obvious that the medium excels at strategy, I have in-depth court dramas, romance and exploration games as well. Whilst PBM is brilliant at games set over vast time periods, little moments of RP brilliance are still possible.

Well designed and run PBM games excel at Time Management, Depth & Convenience.

Batjutsu PBM Dice
PBM is not about sending dice by post, or writing “I rolled a 6!”

For many role-players, organising a gaming session is usually the biggest problem. This can be a major problem for LARP due to the number of players involved, the issue of booking a location, and the travel it entails. This is still a common issue for a tabletop game, even if the players are playing online. As gamers get older this problem tends to increase, a player’s busy adult life makes it harder to allocate time to a gaming session; there is also the additional issue of an increased likelihood of having to miss sessions. Timeslot issues are rarely a problem when playing a PBM. A player can ponder game information and orders during quiet moments, such as when travelling, waiting in a queue, preparing food, et cetera. Players then just need a bit of time, usually a few minutes, to finalise their orders and send them off.

Players do not need to allocate a block of time for a PBM game, like an evening for TTRPG or LARP, or even longer.

With experience a player can read game information and work out their next plans quickly, even for complicated games. Time also relates to health and/or social commitments, which I cover in the next post. The time saved can be allocated to discuss the game with others, including co-ordinating complex plans.

Just like with TTRPG or LARP a PBM game can vary in duration. How long a PBM is played generally comes down:

  • Until a particular win condition is reached, like Civilization.
  • Until a set number of game turns are reached, for example a turn a week for a year.
  • A game could be open ended; some professional PBM games have been running for decades, and there are possibly amateur games with similar timeframes.

A game turn could represent a character’s day, a scene, an overview of a week, or a more abstract number of time units. The general idea is that only events of note are described. This applies whether a player is running a single character or vast empire, like Civilization.

A PBM game tends to work by providing a player an initial starting turn, the player then works out their plans and issue orders that they submit in time for the turn deadline, and then wait for the turn result. A turn deadline could have any timeframe; many of the games I played/ran had a weekly turn deadline, some allowed a smaller daily turn whilst others one big turn a month.

Anticipation for the results of my next PBM turn was something I always appreciated.

I think the key advantage of any PBM game is that they give you time to think about different strategies. This is why PBM Chess works so well, and has been played for centuries. As one of the best-known strategy games, and a tool commonly used in movies to highlight a character’s intelligence, I think chess wonderfully highlights the power of PBM with regards to thinking time and strategy. Of course every type of role-playing game allows for some strategising, but with the vast majority of PBM games a player has the luxury of time to explore different ideas. Even for very knowledgeable and quick thinking players, having more time to think is beneficial, and most of us aren’t that reliably brilliant.

Whilst not every professional PBM game involves software making running and playing the game easier, many benefited from doing so. I found that the games that used software generally allowed for better focus on strategy, role-play and storytelling.

Next time, the power of PBM with regards to physical and social considerations, RPG Power of PBM: Social.

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