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Traditions, traditions, traditions...
Crabbadon
Saturday, March 28, 2009 12:38:29 PM(UTC)
I've been hanging around Waterstones for a while now, reaching up to the shelf of WoD games above the three shelves of D&D 4.0 and taking brief looks at Magical Traditions.



It's fairly clear to me that Tradition rotes have certain blanket benefits (no effect from witnesses, easier on Tolerance (capacity?), and perhaps a couple things I'm forgetting and the restrictions that they have to be performed the proper way, but I'm wondering if I'm right in thinking that individual rotes can be a little more powerful in specific ways than the improvised spells.

For example, there's a Taoist rote based on Spirit Ban which, using only spirit 1, says that if the taoist puts all points into Potency, the ward is powerful enough to put off the most powerful of <spirit>s. Or there's a Theosophy tradition rote, dual apprentice of prime and spirit, to summon a spirit/ephemeral being with knowledge of what's going on in the Æther, which doesn't really seem like what could be done with an improvisation at that level.



I'd just like to get a better feel for the Traditions thing before I decide to buy the book (which is on my list, just after either I get the money together for S&S and Free Council and Book of Spirits or someone else in my game group finally buys a book), 'cos at the moment I'm not really convinced they're interesting enough (compared to just a run-of-the-mill no-system-effect praxis or a Legacy) to be worth it.

Lankin
Saturday, March 28, 2009 2:45:39 PM(UTC)

The Traditions do have some rotes that are more powerful than normally possible.



This is to simulate the idea that Traditions hold supernal secrets unavailable through other sources, and that by following the tradition you are tapping into the fragments of the supernal which have filtered down to us through the medium of the Tradition.



BTW, the rote to summon angels is a Knights Templar rote, not a Theosophy rote, and they don't necessarily know the full details of the Aether, they know fragments and aspects, which is still more than mortals. It's explained that they're from the part of the spirit world which is "closest" to the Aether, and so have the best chance to glean knowledge from it. There are still HARD limits to what they can and cannot tell you, not to mention a full sidebar about using this rote, what it means for your chronicle, and how to handle it in a game. It is basically a case of "we made this spell so you can show mages that maybe they don't have all the answers after all, if medieval magicians have access to this sort of info which the mages don't have access to, but don't overdo it".



As for spirit ban, it should be noted that even a normal ban can hold the most potent of spirits, given that you have a high enough Potency rating. So that's not exactly a special quality of the tradition rote itself.



So yeah. Some power included, but not as much as you make it out to be. Though they DO get the ability to add Conditional Duration to a tradition rote even if they don't have Fate 2. Which is nifty.

They said I was mad! Mad, I tell you!! MAD!!! But I'll show them!!!! Bwahahahahahahahahaha!!!!!
Crabbadon
Saturday, March 28, 2009 3:22:09 PM(UTC)
"Lankin" wrote:
The Traditions do have some rotes that are more powerful than normally possible.



This is to simulate the idea that Traditions hold supernal secrets unavailable through other sources, and that by following the tradition you are tapping into the fragments of the supernal which have filtered down to us through the medium of the Tradition.


Ok, that's cool. I like that. Actually, I especially like the Taoist tradition and five-cycle magic.



"Lankin" wrote:


As for spirit ban, it should be noted that even a normal ban can hold the most potent of spirits, given that you have a high enough Potency rating. So that's not exactly a special quality of the tradition rote itself.


Yeah, I know that (although I personally would limit it to Rank (spirit) entities), but the way it's written is that if all of the successes are put into potency something special happens to make it a perfect barrier to all spirits. Or something. I was wondering if the spells that look more powerful are actually more powerful or if I was misinterpreting fluff.



Anyway, that looks fun. I might give it a whirl... after I get S&S, FC, maybe the rest of the order books...

supreme_bangiras
Saturday, March 28, 2009 5:42:15 PM(UTC)


I liked  lot the Taoist tradition  too!!!! We need more traditions with historic/philosophy background. I arent a big fan of atlantean, donmt have problem with the mithology, but the way they maked the orders is very bad. The orders dont have enouch philosophy/ideals/ethic/values, because that we need good traditions !

Crabbadon
Saturday, March 28, 2009 5:58:36 PM(UTC)
"supreme_bangiras" wrote:
the way they maked the orders is very bad. The orders dont have enouch philosophy/ideals/ethic/values, because that we need good traditions !


Actually, if you read the order books there's a lot more depth, and it's really well done. But all the core lines have fairly sketchy detail on the social structures.
Lankin
Saturday, March 28, 2009 6:11:38 PM(UTC)

"supreme_bangiras" wrote:
We need more traditions with historic/philosophy background.


Order books + Secrets of the Ruined Temple. Some thousands of years of historical detail, not to mention CHAPTERS filled with philosophy and mystical theory.



"supreme_bangiras" wrote:
The orders dont have enouch philosophy/ideals/ethic/values


Erm, what? Did you actually read their descriptions?



They are almost nothing BUT ethics and values. It's what they're based on. Not to mention philosophical interpretations of the cosmos is the basis for their separation, as it's their disagreements about the nature of the universe which makes them separate Orders to begin with.



Then there's the aforementioned Order books, which detail this in the extreme, handing us more material on their values and ethics, their beliefs and ideals, their religions and their philosophies, far in excess of anything the Tradition book ever covered.



Yeah. I disagree fairly strongly with your assertions there.



I'll check out the Taoist spell details when I get to my book though. Can't remember that one at the moment.
They said I was mad! Mad, I tell you!! MAD!!! But I'll show them!!!! Bwahahahahahahahahaha!!!!!
Epimetheus
Saturday, March 28, 2009 6:22:36 PM(UTC)


Could certain fractions be made into the traditions? Like the black towers who believe that oaths are the key to everything, or are all traditions based on fallen tradition?
Lankin
Saturday, March 28, 2009 6:30:21 PM(UTC)

Magical Traditions are by definition real-world, fallen world, belief systems. They're not Awakened factions or Order-based things. They are the result of sleeping humanity receiving supernal wisdom and codifying it within one of their belief systems or occult traditions.



As such, a mere order faction won't do, much because they lack sufficient flavour, and because they're not a cosmology, they're not a structure of belief. Also, they're not a fallen world sleeper occult tradition.

They said I was mad! Mad, I tell you!! MAD!!! But I'll show them!!!! Bwahahahahahahahahaha!!!!!
Epimetheus
Saturday, March 28, 2009 7:06:17 PM(UTC)
So couldn't you make them a structured belief and an occult tradition or would that do nothing?

Lankin
Saturday, March 28, 2009 7:16:02 PM(UTC)

It would take quite a bit of work. After all, what would be the "style", the "cultural nature" of the Tradition? What would be its history? Where did it come from? What are its tools? What is its explanation for the cosmos, human nature, everything?



Look at Kabbalah. It has a style. It has symbols, garb, tools, a magical focus, everything. It's because it's a tradition that exists in the real world, and has centuries of, well, tradition behind it. Similarly, Santeria has its own, distinct style, its own focus and its own belief system.



Replicating such a complete cultural construct, making a new one from scratch, would be a seriously big undertaking. Merely saying "these people believe in oaths, now give me my rote bonuses" would be selling it seriously short, a cheap way to get mechanical bonuses from something meant to reward character depth and involvement.

They said I was mad! Mad, I tell you!! MAD!!! But I'll show them!!!! Bwahahahahahahahahaha!!!!!
Epimetheus
Saturday, March 28, 2009 7:33:42 PM(UTC)
I was wondering if fractions it could receive a separate set of bonuses for philosophical practices, instead of traditions?

Lankin
Saturday, March 28, 2009 7:40:12 PM(UTC)

What on earth are you talking about?

They said I was mad! Mad, I tell you!! MAD!!! But I'll show them!!!! Bwahahahahahahahahaha!!!!!
Epimetheus
Saturday, March 28, 2009 7:51:22 PM(UTC)
Rituals, practices and mechanical bonuses for being in a fraction that resonate with a set of philosophical beliefs, it seems like you could justify a set of individual bonuses instead of making a set of philosophical awakened beliefs resonate to sleeper occult to make a tradition.


Lankin
Saturday, March 28, 2009 7:58:23 PM(UTC)

So, you want your rotes to be better because your philosophical faction has a philosophy?



Perhaps this gets easier if you use a specific example of the sort of situation you see this working in?

They said I was mad! Mad, I tell you!! MAD!!! But I'll show them!!!! Bwahahahahahahahahaha!!!!!
Epimetheus
Saturday, March 28, 2009 8:03:11 PM(UTC)




No, something along the line of oblations for fulfilling an oath, if you a black tower and expanding the use of the oath merit within the faction.
Lankin
Saturday, March 28, 2009 8:06:57 PM(UTC)

So basically, you want either a) an alternative t othe Oathbound merit, or b) want an expansion of the Oathbound merit.



I'm having trouble seeing how this relates to the idea of using a real-world occult style to boost your spells.

They said I was mad! Mad, I tell you!! MAD!!! But I'll show them!!!! Bwahahahahahahahahaha!!!!!
Epimetheus
Saturday, March 28, 2009 8:08:59 PM(UTC)
"Lankin" wrote:
So basically, you want either a) an alternative t othe Oathbound merit, or b) want an expansion of the Oathbound merit.



I'm having trouble seeing how this relates to the idea of using a real-world occult style to boost your spells.






I said it'd be better to get specific and separate benefits for being in a fraction rather than using the same bonuses from tradition because they aren't the same things. I also need to think about this more.

Ophidimancer
Saturday, March 28, 2009 8:14:10 PM(UTC)

You know, the Black Tower isn't an actual in game faction, right?  It's more of a type or style of Adamantine Arrow.  There is no overarching organization called the Black Tower within the Adamantine Arrows, the Black Tower just describes those Adamantine Arrows who are in the Arrow for the duty of the thing, as opposed to the daredevil heroic types or the lofty philosopher-general types.  One person could probably fluctuate between the types over time as his or her personal style changed.

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Epimetheus
Saturday, March 28, 2009 8:22:06 PM(UTC)
Which simply means that they adopt new practices and rituals and new bonuses and lose his old ways. That means that the bonuses have to be fluid and innate rather than purchasable.

Ophidimancer
Saturday, March 28, 2009 8:27:25 PM(UTC)

"Epimetheus" wrote:
Which simply means that they adopt new practices and rituals and new bonuses and lose his old ways. That means that the bonuses have to be fluid and innate rather than purchasable.




I ... guess, but do you really want to give people people bonuses for such vague and undefined things rather than give them bonuses for specific and interesting things like real world occult traditions?
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Lankin
Saturday, March 28, 2009 8:27:27 PM(UTC)

So basically you're saying "being an Arrow member who focuses on the duty-aspect of his own order should give you a host of new bonuses to choose from" ? Once more, the link between this and "Boosting spells by using a magical style" seems lost to me.

They said I was mad! Mad, I tell you!! MAD!!! But I'll show them!!!! Bwahahahahahahahahaha!!!!!
supreme_bangiras
Saturday, March 28, 2009 8:27:40 PM(UTC)
"Lankin" wrote:
"supreme_bangiras" wrote:
We need more traditions with historic/philosophy background.


Order books + Secrets of the Ruined Temple. Some thousands of years of historical detail, not to mention CHAPTERS filled with philosophy and mystical theory.



"supreme_bangiras" wrote:
The orders dont have enouch philosophy/ideals/ethic/values


Erm, what? Did you actually read their descriptions?



They are almost nothing BUT ethics and values. It's what they're based on. Not to mention philosophical interpretations of the cosmos is the basis for their separation, as it's their disagreements about the nature of the universe which makes them separate Orders to begin with.



Then there's the aforementioned Order books, which detail this in the extreme, handing us more material on their values and ethics, their beliefs and ideals, their religions and their philosophies, far in excess of anything the Tradition book ever covered.



Yeah. I disagree fairly strongly with your assertions there.



I'll check out the Taoist spell details when I get to my book though. Can't remember that one at the moment.





        First thanks for showing your point and sorry for the bad english. Anyway, like you can see i am a newbie in the wonderfull mage awakening.



         Well, what i wanted to say is that i dont liked to much de concept of the 5 orders, because they are constructed to be a similar state systen/social groups used in real world ( adamantine arrow  = army/police, silver ladder =judiciary/executive/legislative, free council = scientists, mysterium = scholars and guardian of the veil = ????). The problem, in my vision of course, is that  the concept is to vague, i cant see the limits of its begin and end. And its not all, i cant see a ideology beyond an army, for it exist and thats all. The dont need some philosophy like a bushido code, they only need to obey orders and destroy enemies. Tha same critic i extend to the outer orders, i dont think that a guy enter in the in judiciary or executive for ideology, no i think they enter because the money he get in the final days of the month. Thats is my view, i cant see a reason for my caracter joining a order in the ethic/philosophy way. To make bright, put the concept of adamantine arrow in the left and the concept of kaballah/taoist in the right and see the philosophy diferences betwen the two. I cansee a high detail of philosiophy in the taoist, but adamantine arrow for me to hollow... If you can show your opinion will be good for me, because i am newbie and read a low  number of books of mage. I think that traditions have the function of insert ideology/philosophy/ethic concepts in the vague orders.



Isator Levi
Saturday, March 28, 2009 8:28:10 PM(UTC)

Overall, the factions are more a roleplaying element, rather than a source of new mechanical benefits.
Needs Help, the Destitute Lament, Messenger Soul of Anbhann, the Forlorn Burren, 12th Soul of Isator Levi,

Clófaidh, the Drill That Pierces the Heavens, 8th Soul of Isator Levi

Abcán, the Poet of Contempt, Expressive Soul of Fiacha, the Grinning Patrician, 5th Soul of Isator Levi

Aerten, the Red Right Hand, 3rd Soul of Isator Levi

Dagda, the Crucible That Scours All Ignorance, 9th Soul of Isator Levi
Ophidimancer
Saturday, March 28, 2009 8:28:44 PM(UTC)

"Isator Levi" wrote:
Overall, the factions are more a roleplaying element, rather than a source of new mechanical benefits.





Yep.
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Epimetheus
Saturday, March 28, 2009 8:31:36 PM(UTC)
"Ophidimancer" wrote:
"Epimetheus" wrote:
Which simply means that they adopt new practices and rituals and new bonuses and lose his old ways. That means that the bonuses have to be fluid and innate rather than purchasable.




I ... guess, but do you really want to give people people bonuses for such vague and undefined things rather than give them bonuses for specific and interesting things like real world occult traditions?





I want to define them as specific philosophical beliefs,as well as practices and rituals, and advantages that deals with these set of beliefs. I know that this doesn't apply to all factions though.



Lankin, I wanted to see if I could link factions and traditions, I know that I can't. So I should go for a separate set of advantages.

Ophidimancer
Saturday, March 28, 2009 8:40:39 PM(UTC)

The Admantine Arrow already gets some specific benefits for being Arrows instead of one of the other Orders.  There's the Oathbound Merit and the Adamantine Hand, oh and the abilty to draft mages from an order and conditionally teach them Arrow Rote specialties without letting the secret out.  If you're Black Tower, you're probably Oathbound, with the benefits and drawback inherent in that.  If you're Crucible, there's plenty of Fighting Styles you can use to be awesome and heroic.  If you're Dragon Council, you'll probably like the ability to draft mages form other orders when martial law gets declared.

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Lankin
Saturday, March 28, 2009 8:41:32 PM(UTC)

"Epimetheus" wrote:

Lankin, I wanted to see if I could link factions and traditions


See, THIS is actually possible. You can simply say "all the members of the Black Tower in this city uses the Bushido tradition", claiming that this sort of approach to magic is taught exclusively by this specific magical tradition within the setting. That way you get a direct link between the occult rituals, style and belief system and the awakened order faction, with a minimum amount of effort and rewriting.



Much easier than just taking a faction and turning it into a Tradition whole cloth.
They said I was mad! Mad, I tell you!! MAD!!! But I'll show them!!!! Bwahahahahahahahahaha!!!!!
Epimetheus
Saturday, March 28, 2009 8:44:33 PM(UTC)
"Lankin" wrote:
"Epimetheus" wrote:

Lankin, I wanted to see if I could link factions and traditions


See, THIS is actually possible. You can simply say "all the members of the Black Tower in this city uses the Bushido tradition", claiming that this sort of approach to magic is taught exclusively by this specific magical tradition within the setting. That way you get a direct link between the occult rituals, style and belief system and the awakened order faction, with a minimum amount of effort and rewriting.



Much easier than just taking a faction and turning it into a Tradition whole cloth.





See, I don't like it myself. I actually dislike the sleeper traditions. I like philosophical beliefs of the Black Tower as a philosophical belief that simply needs to be better defined. It's just preference.
nick012000
Saturday, March 28, 2009 9:57:05 PM(UTC)
"supreme_bangiras" wrote:
       Well, what i wanted to say is that i dont liked to much de concept of the 5 orders, because they are constructed to be a similar state systen/social groups used in real world ( adamantine arrow  = army/police, silver ladder =judiciary/executive/legislative, free council = scientists, mysterium = scholars and guardian of the veil = ????). The problem, in my vision of course, is that  the concept is to vague, i cant see the limits of its begin and end. And its not all, i cant see a ideology beyond an army, for it exist and thats all. The dont need some philosophy like a bushido code, they only need to obey orders and destroy enemies. Tha same critic i extend to the outer orders, i dont think that a guy enter in the in judiciary or executive for ideology, no i think they enter because the money he get in the final days of the month. Thats is my view, i cant see a reason for my caracter joining a order in the ethic/philosophy way. To make bright, put the concept of adamantine arrow in the left and the concept of kaballah/taoist in the right and see the philosophy diferences betwen the two. I cansee a high detail of philosiophy in the taoist, but adamantine arrow for me to hollow... If you can show your opinion will be good for me, because i am newbie and read a low  number of books of mage. I think that traditions have the function of insert ideology/philosophy/ethic concepts in the vague orders.





The thing is, though, you're misunderstanding what the Orders are all about. They're not just groupings of scientist-wizards and judge-wizards and army-wizards.



The Free Council believe that Supernal truth filters into all aspects of human society; that human endeavors are all influenced by the Supernal Realms. They also believe it's their duty to fight for the common man, and to fight against the Lie. All three of these are related; fighting for the common man fights against the Lie, and they do this because humanity is Supernal. They don't just focus on science; they also work towards helping out artists, thinkers, and philosophers.



The Silver Ladder are not just executives, they're preists. They were the Vox Draconis in the days of yore; the advisors of the Atlantean wizard-kings, and advisors they remain. They believe that the Ascention to the Supernal is humanity's right; it's just that the last time they tried it, they weren't ready. They believe that for the Awakened Nation to be fully realized, people need to look past differences like skin tone, tribe, and wealth; we need to be united in one nation respectful of differences and exultant in unity. We need to grasp our destiny with our own two hands; we need to work towards a better tomorrow.



The Guardians aren't just spies and secret police. They believe magic is a treasured thing, and that every time someone unworthy gets ahold of it or a sight of it, they pollute its majesty. They corrupt it, and slowly corrupt the world. They guard magic, until their savior arrives, seals the Abyss, and saves the world.



The Adamantine Arrow are more than simple warriors; their entire order is focused on the ideals of service, duty, and oaths, with the ideal being a warrior-scholar without peer. They seek to perfect themselves; for by perfecting their bodies and souls, they reach towards the Supernal and turn their bodies into living Atlantean runes.



I'm not entirely sure what the Mysterium believes, but they've got a similar religious purpose as the other Orders.



On the topic of the Magical Traditions, I was a bit disappointed at the lack of a Scientific Tradition in the book. It's an entirely valid tradition, even if its Sleeper adherents would violently dispute that. ;)
Michael
Sunday, March 29, 2009 3:54:31 AM(UTC)
I've been thinking of doing something similiar to what Epimetheus suggests (I think). However it's based around the... Cults? (I've been away from my Order books for half a year... must have forgotten). Putting a bigger emphasis on the different traditions within the Atlantean Orders. However I don't think it really needs the Magical Tradition stuff to work.
Isator Levi
Sunday, March 29, 2009 6:04:20 AM(UTC)

"nick012000" wrote:
I'm not entirely sure what the Mysterium believes, but they've got a similar religious purpose as the other Orders.





The Mysterium believes that all mystical knowledge exists within the Fallen World, and that it is their sacred duty to find it, categorise it, and disseminate it throughout mage society. From the mystagogoue perspective, magic is a living thing that has a tendency to hide itself within mundanity, and which should be honoured and beautified. They also believe that their should always be an equivalent exchange of Supernal knowledge when it is distributed between mages. 
Needs Help, the Destitute Lament, Messenger Soul of Anbhann, the Forlorn Burren, 12th Soul of Isator Levi,

Clófaidh, the Drill That Pierces the Heavens, 8th Soul of Isator Levi

Abcán, the Poet of Contempt, Expressive Soul of Fiacha, the Grinning Patrician, 5th Soul of Isator Levi

Aerten, the Red Right Hand, 3rd Soul of Isator Levi

Dagda, the Crucible That Scours All Ignorance, 9th Soul of Isator Levi
Lankin
Sunday, March 29, 2009 6:29:27 AM(UTC)

Also, they have a religious commandment which prohibits them from lying about magic to other awakened. Ever. They can choose to tell only some of the truth, or to not speak at all, but actually lying about magic is against their innermost beliefs.



Similarly, they have a duty to protect and provide for their apprentice, and to respect and obey their mentors, until the very end.



Then there's the idea that ALL knowledge, no matter how vile and corrupt and dangerous, holds value. That all information is sacred, holy in and of itself, and deserves preservation from the forces of unbeing.
They said I was mad! Mad, I tell you!! MAD!!! But I'll show them!!!! Bwahahahahahahahahaha!!!!!
Isator Levi
Sunday, March 29, 2009 6:37:38 AM(UTC)

Can I just say that I really like the Mysterium. They're probably my second favourite Order, behind the Adamantine Arrow.
Needs Help, the Destitute Lament, Messenger Soul of Anbhann, the Forlorn Burren, 12th Soul of Isator Levi,

Clófaidh, the Drill That Pierces the Heavens, 8th Soul of Isator Levi

Abcán, the Poet of Contempt, Expressive Soul of Fiacha, the Grinning Patrician, 5th Soul of Isator Levi

Aerten, the Red Right Hand, 3rd Soul of Isator Levi

Dagda, the Crucible That Scours All Ignorance, 9th Soul of Isator Levi
Blunt Vorpal
Monday, March 30, 2009 11:05:06 AM(UTC)
"Isator Levi" wrote:
The Mysterium believes that all mystical knowledge exists within the Fallen World, and that it is their sacred duty to find it, categorise it, and disseminate it throughout mage society. From the mystagogoue perspective, magic is a living thing that has a tendency to hide itself within mundanity, and which should be honoured and beautified. They also believe that their should always be an equivalent exchange of Supernal knowledge when it is distributed between mages.


"Lankin" wrote:
Also, they have a religious commandment which prohibits them from lying about magic to other awakened. Ever. They can choose to tell only some of the truth, or to not speak at all, but actually lying about magic is against their innermost beliefs.



Similarly, they have a duty to protect and provide for their
apprentice, and to respect and obey their mentors, until the very end.



Then there's the idea that ALL knowledge, no matter how vile and corrupt and dangerous, holds value. That all information is sacred, holy in and of itself, and deserves preservation from the forces of unbeing.
In short, they're scholars with certain beliefs tied to their scholarly pursuits.   ;P   Supreme_bangiras is technically correct- the Orders
are basically mage-leaders, mage-scientists, etc.  Highly detailed
versions of scholar, leader, warrior, etc, mind you, but the archetypes behind the Orders are really that basic- its written in Tome of Mysteries page 91 if you doubt me.



Mage is built on the theme: "heirs to a magic kingdom" in one form or another.   The different Orders are designed to reflect the factions of the Platonic Ideal city (ies?)- the politician, the warrior, the scholar, the police, the inventor- without cultural bias.  Everything is drawn from this magic empire, and from the concept of Platonic ideals.   Nearly all the Order books, as well as Secrets of the Ruined Temple, are written with the heir concept foremost in mind.



Magical Traditions are almost a counter point to that theme- cultural factions that work on different principles that are naturally occurring in this world, rather than from ideals.  While hardly mutually exclusive, the beliefs of these traditions can often contradict the fall/redemption model that the game is built on.  Traditions can provide new ways of looking at political factions, potentially supplementing or replacing Orders.   Provide alternate belief systems for how magic works beyond the Enochian/Hermatic Watchtower system- the Mythologies book for MtA.  Add lots of new flavor for a character's magical style.  This last one I consider to be the most important, as I find magical style to be a vitally important aspect of a magus that wasn't given nearly enough emphasis in the core.

supreme_bangiras
Monday, March 30, 2009 4:44:51 PM(UTC)
"Blunt Vorpal" wrote:
"Isator Levi" wrote:
The Mysterium believes that all mystical knowledge exists within the Fallen World, and that it is their sacred duty to find it, categorise it, and disseminate it throughout mage society. From the mystagogoue perspective, magic is a living thing that has a tendency to hide itself within mundanity, and which should be honoured and beautified. They also believe that their should always be an equivalent exchange of Supernal knowledge when it is distributed between mages.


"Lankin" wrote:
Also, they have a religious commandment which prohibits them from lying about magic to other awakened. Ever. They can choose to tell only some of the truth, or to not speak at all, but actually lying about magic is against their innermost beliefs.



Similarly, they have a duty to protect and provide for their
apprentice, and to respect and obey their mentors, until the very end.



Then there's the idea that ALL knowledge, no matter how vile and corrupt and dangerous, holds value. That all information is sacred, holy in and of itself, and deserves preservation from the forces of unbeing.
In short, they're scholars with certain beliefs tied to their scholarly pursuits.   ;P   Supreme_bangiras is technically correct- the Orders
are basically mage-leaders, mage-scientists, etc.  Highly detailed
versions of scholar, leader, warrior, etc, mind you, but the archetypes behind the Orders are really that basic- its written in Tome of Mysteries page 91 if you doubt me.



Mage is built on the theme: "heirs to a magic kingdom" in one form or another.   The different Orders are designed to reflect the factions of the Platonic Ideal city (ies?)- the politician, the warrior, the scholar, the police, the inventor- without cultural bias.  Everything is drawn from this magic empire, and from the concept of Platonic ideals.   Nearly all the Order books, as well as Secrets of the Ruined Temple, are written with the heir concept foremost in mind.



Magical Traditions are almost a counter point to that theme- cultural factions that work on different principles that are naturally occurring in this world, rather than from ideals.  While hardly mutually exclusive, the beliefs of these traditions can often contradict the fall/redemption model that the game is built on.  Traditions can provide new ways of looking at political factions, potentially supplementing or replacing Orders.   Provide alternate belief systems for how magic works beyond the Enochian/Hermatic Watchtower system- the Mythologies book for MtA.  Add lots of new flavor for a character's magical style.  This last one I consider to be the most important, as I find magical style to be a vitally important aspect of a magus that wasn't given nearly enough emphasis in the core.








        Thats exact the way i think. To put in simple words, the fact is that the orders are made to be 5 in one, five orders in one pentacle that fight the seers of the throne and banishers and monsters.... Yes, i am mading the things to simple, but thats the impression that i have. If the pentacle dont exist anymore, what will happen to the five order ? Adamantine arrow dont have mages with knowledge to make laws/philosophy to make his members stand in the order, the same goes to the silver ladder that dont have raw power etc. Thats the problem, the five orders need to much of the pentacle, without the pentacle they cant maintain their structures alone... Thats why i thinks that lacks philosophy in the 5 orders... Anyway, what pentacle is, a big order that wants remake a new atlantis. With 4 of 5 orders can we say that atlantis is a folckore/mith ???? It's easy to say that free counsil is wrong to me... My point is that the idea of orders is wrong without a solid philosophy tha make possible they exist without the help of another order, thats way i think the orders of awakening are to simple if we see the background of ascension. In ascension, we have 9 groups united, but they all have his philosophy, all of the are independent.



       I dont want to make a flamewar with awakening X ascension, the two are diferent. But is possible to make the actual orders better with a possible awakening 2.0 ??? I think thats possible. In two ways. First, we can make a, similar to planescape, a faction war inside the pentacle !!!! With this white wolf can use a inteligent way of remake the orders with new ideas. The second way, is throw 2-5 new orders that dont have connection with pentacle /atlantis and seers of the throne. In this way, the orders can fight the two "big orders". In this option is possible to make orders with connection of the paths. With this white wolf can make 5 new books giving more influence in the paths...  Sorry for the bad english...
Crabbadon
Monday, March 30, 2009 5:03:40 PM(UTC)
Yeah, but they're not meant to survive on their own (although I'd argue they all could if push came to shove). They're the decendents of an ancient brotherhood - brotherhood being the operative word - of magi. That's like saying "An army's a silly idea, it couldn't possibly keep public records properly", or "a bureaucracy is a bad idea, it couldn't fight off the Mongols!



I still have no idea what you mean by "that lacks philosophy in the 5 orders", I mean, that has nothing to do with standing on their own. They've all got their philosophies (and quite profound ones).



As to factional wars within the orders, that does exist to an extent, but usually more in a politicking sense than the all-guns-blazing sense. And this is for the same reason: co-dependance. Also, mutual protection. In-fighting is begging for the Seers to attack or a Banisher cult to move into town.



If you take another example, how about Werewolf. The Tribes of the Moon don't, as a rule, square off against each other. Why? 1: They have an ancient alliance. Same with the Orders. 2: they will be destroyed if they do. Fighting amongst yourselves is like painting a target on your arse and shaking it for the Pure (or, in Mage's case, the Seers or Banisher cults).



I can kind of see introducing extra Orders working, although you also then have: why don't the Seers or the Pentacle bite chunks out of them? The Pentacle don't like other factions setting up on their turf any more than the Seers do. They're unknown quantities.

Blunt Vorpal
Monday, March 30, 2009 5:39:34 PM(UTC)
"Crabbadon" wrote:
Yeah, but they're not meant to survive on their own
Which, in itself, is rather annoying.  Almost feels like the game is forcing you to have an all-or-nothing Pentacle.  What would a city that only had the Silver Ladder be like, for instance.





"Crabbadon" wrote:
If you take another example, how about Werewolf. The Tribes of the Moon don't, as a rule, square off against each other. Why? 1: They have an ancient alliance. Same with the Orders. 2: they will be destroyed if they do. Fighting amongst yourselves is like painting a target on your arse and shaking it for the Pure (or, in Mage's case, the Seers or Banisher cults).
  Ummm.... I hate to break it to you, but the Forsaken DO fight amongst themselves.  All the freaking time.  They fight over better territory, better wolf-blooded mates, dominance issues, because they think that another pack isn't doing their job and crap is leaking over...  The books clearly state that unity against the Forsaken is one of the Pure's greatest strength.  In fact, painting that giant target and shaking it is exactly what happened to spark off the Brethren War (??) in the Rockies- the Pure slaughtered the Moon Tribes, and eventually Luna's Chosen got their act together, beat them back, then split back up into individual packs after the fighting ended.   That bit about the ancient alliance?  A good alpha will ignore it in a heartbeat if he considers it impractical when it comes to actually hunting/maintaining your territory (the things actually important to the Uratha).  And that's assuming that they believe in some old alliance.

supreme_bangiras
Monday, March 30, 2009 10:19:32 PM(UTC)
"Blunt Vorpal" wrote:
"Crabbadon" wrote:
Yeah, but they're not meant to survive on their own
Which, in itself, is rather annoying.  Almost feels like the game is forcing you to have an all-or-nothing Pentacle.  What would a city that only had the Silver Ladder be like, for instance.





"Crabbadon" wrote:
If you take another example, how about Werewolf. The Tribes of the Moon don't, as a rule, square off against each other. Why? 1: They have an ancient alliance. Same with the Orders. 2: they will be destroyed if they do. Fighting amongst yourselves is like painting a target on your arse and shaking it for the Pure (or, in Mage's case, the Seers or Banisher cults).
  Ummm.... I hate to break it to you, but the Forsaken DO fight amongst themselves.  All the freaking time.  They fight over better territory, better wolf-blooded mates, dominance issues, because they think that another pack isn't doing their job and crap is leaking over...  The books clearly state that unity against the Forsaken is one of the Pure's greatest strength.  In fact, painting that giant target and shaking it is exactly what happened to spark off the Brethren War (??) in the Rockies- the Pure slaughtered the Moon Tribes, and eventually Luna's Chosen got their act together, beat them back, then split back up into individual packs after the fighting ended.   That bit about the ancient alliance?  A good alpha will ignore it in a heartbeat if he considers it impractical when it comes to actually hunting/maintaining your territory (the things actually important to the Uratha).  And that's assuming that they believe in some old alliance.






 This is my opinion, too. Anyway, the example of the wherewolf, i dont know the game background, because that i cant give my vision point.
nick012000
Monday, March 30, 2009 10:21:58 PM(UTC)
Not to mention strife between the Uratha along mortal lines. For instance, if an independant (and predominantly white) neighborhood gets annexed into a city with an African-American majority, and crime starts going up along with the African-American demographic percentage, who do you think would be most vociferous about the change? The local, middle-class werewolves, who'd know about how the changes would have a negative effect on the local spiritual landscape.



Meanwhile, the inner city pack of African-American werewolves might try to promote it, since they make all their money off the drug trade, and if more people are buying and selling drugs, the resonance of the area facilitates people buying and selling ever more drugs, leading to more profits and bling.



Needless to say, their goals are at sort of cross-purposes, and they're likely to start fighting as a result of mortal decision-making and for entirely mortal reasons. One to protect their home, and the other out of greed.
Ophidimancer
Tuesday, March 31, 2009 1:41:06 AM(UTC)

I actually minimize Ye Olde Ancient Atlantean Traditions in my games.  Yes, a lot of mages buy into Atlantis.  No, not a lot of mages can agree on what Atlantis was.  The Orders do have some vague similarities worldwide, but not enough that they'd somehow instantly recognize each other on sight, or even prolonged contact.



In my setting some places don't have strong representation from all five Orders, and many of the locations with only one Order can function autonomously.  It's just that in these locations, the predominant Order adapts to fit, like humans tend to do, in a manner fitting their Order's style.

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Blunt Vorpal
Tuesday, March 31, 2009 8:58:22 AM(UTC)
I emphasize the organization structure over the social roles in the game-  If you're in the GotV, you're in it for the cults, not the secret police angle. Joining the Arrow means that you're actually joining a monastic brother-/sister-hood like the Knights Templar, Sufi Dervishes, or Vajrayana Buddhist temple.  The Silver Ladder is actually a collection of mage families (what better way to form the mage's Old Boys Network... I mean, Cryptopoly ;P) that you're adopted into.  The local Academic Acropolis is actually pretty close to the Mysterium party line- not many ways to change 'magic academy' around.  The Free Council's incarnation is a collection of basically losely affiliated free agents and new age inventors, kind of like the magical version of the sourceforge.net.  The Seers... are religions defined by Blind Faith in some god, and usually not some former mortal from some 'ideal magic city.'  Banisher is just a name given to an Awakened Hunter, not an organization.  The Scelesti, however, do get their own organization.



This way, I feel can keep the a lot of the feel of the Orders while not becoming tied down to the predetermined S.L. = politician, AA = warrior, GotV = secret police, etc.  While, theoretically, you could be an aspiring politician from the Mysterium or Arrow, this idea generally failed to come up in practice.  It also places more emphasis on the so-called Orders growing and forming over time, rather than being echoes of some long-forgotten ideal that may-or-may-not exist. 



I also like using Magical Traditions as a third 'axis' in my games, given the emphasis my NYC setting places on a culture mixing pot, though I generally restrict the Traditions to major groupings like Hermetic, Kabbalic, Taoist, Buddhist, Scientific, etc.  The smaller groups that only focus on effects of one or two Arcana, like the Templar or Theosophy tradition, are better served as Legacies (or at least I think so).

Crabbadon
Tuesday, March 31, 2009 12:02:03 PM(UTC)
"Blunt Vorpal" wrote:
"Crabbadon" wrote:
Yeah, but they're not meant to survive on their own
Which, in itself, is rather annoying.  Almost feels like the game is forcing you to have an all-or-nothing Pentacle.  What would a city that only had the Silver Ladder be like, for instance.





Presumably, it'd be highly bureaucratic, mages would be expected to defend their own cabals, the legal system would be strict and a lot of attention would be paid to status.



I don't see that the orders can't exist in a vacuum, just that it's harder for them to exist in a vacuum.



And I'll concede the Werewolf point. Bad analogy.

Side note:

"Banisher is just a name given to an Awakened Hunter, not an organization."

Is already true.
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