supreme_bangiras:I dont need to be a menber of adamantine arrow to act with honor and protect the weak.
Detson:Preaching to the choir, my friend. The authors confused "philosophical order" with "job in a player group." The Mysterium takes Occult, the Arrow takes Firearms, the Ladder takes social skills...lazy.
Fabio Sooner: supreme_bangiras:I dont need to be a menber of adamantine arrow to act with honor and protect the weak. I think that's exactly his point (and by extension, the designers'). You also don't need to be Invictus to believe in meritocracy, or a Carthian to be able to accept change. It's just that you can take your beliefs there (to the Invictus, the Carthians or whatever) for mutual support. I suspect that all this idea on the Orders needing to be monolithic and having clear, unified goals has deep roots on old character creation habits more than anything else. I, for one, was pleasantly surprised that (almost) none of the social splats in all nWoD games are as globally and irrevocably focused into certain things and goals as, say, the Sabbat was (the exception I can think of are the Conspiracies in Hunter, but that's one tier out of three, so I guess it's cool). All in all, it makes the players I've known work a little harder to come to a less obvious concept for their characters, since they don't have a myriad of splat-based pre-generated stances for their characters to fall back on. No wonder you're stuck to the idea that "protect the weak" can't be an order philosophy because it would mean no other order members could uphold it; in real life, people and organizations aren't that binary and two-dimensional - fictional characters sometimes are. But that's just an opinion. If you want to replace them, go ahead - I just think you're coming from what's essentially a non-issue, and it may lead to a less than ideal approach later. Me, I'd just write off the idea of organized bodies whatsoever - as opposed to making them more calcified with extra goals and hard-coded philosophical boundaries - and run the game with castes, clubs, expanded cabals or anything that's not too limiting. PS.: You are Brazilian, aren't you?
Ophidimancer:But it's not the same thing, because the specific Order representatives in your area will have particular goals that they want to achieve and believe in. It's just that the Order provides a code of meta-ethics, in which mages go about achieving their goals.
Ophidimancer:Paths are not where you will find the discussion of paradigm in Awakening.
MrSandman:And different Cabals of the same Order do not have to have the same goal. They may even end up having opposing agendas. If two Adamantine Arrow come into conflict they will still have the same tenents despite their goals being in conflict
MrSandman:Any discussion of paradigm as Ascension defined it is a moot point. Paradigm in awakening is pretty much set. But individual Mages may have a "personal" paradigm. Meaning that a Mage may be a Silver Ladder and practice the Art through hermetic trappings. Does that make sense?
Detson:I forgot that WW employees read these posts; no offense was meant. M:tA is a great game which my players and I enjoy very much.
Ophidimancer:Yes I know. They've replaced the word "paradigm" with the word "mythos" and then later with "Magical Tradition" which I think are more appropriate. Mythos, especially, is a lot less deconstructive than paradigm.
Malcolm:These are two slightly different things. A mythos is an interpretation what is believed to be true. A magical tradition is a specific set of practices designed to exploit the way magic manifests in the world. You believe in a mythos and practice a tradition.
Ophidimancer:Yes, and it's "tenets."
WyrdHamster:Long time ago, Daimon Masque made his article about Apostates and introduce there idea of Crafts - cross between full blown Orders and large Cabals - various groups of Mages going with one idea of using magic, based on particular style. It was before Magical Traditions book, what made a material a bit redundant.