Mage: The Ascension

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CrimsonRaine
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Mage: The Ascension

Post by CrimsonRaine »

Okay. First time on this board, but Red told me to come here. Here's what I'm thinking about.

Next Monday, I am running my first roleplaying game. Also, I'm running a World of Darkness game. I'm also running Mage: The Ascension, which I learned the entire system over the summer. So nakedness, I feel.

What I wanted to know is does anyone have any advice for me as a new storyteller? I have a story developed (which I'm sure is going to get raped in the ass), NPCs, plots, setting (set in current Philadelphia) and villians (one Nephandi).

I guess what scares me is that I'm in a roleplaying guild at school, and the very best players signed up for this game, because very few people run Mage games; they usually run AD&D, Vampire (most popular in the guild) and Werewolf. My boyfriend, who is one of the best names in the guild, is one. Our main storyteller, the one who NEVER plays in games, but usually runs our LARPs and major games, signed up for it. Hell, two of my people told their jobs that they are permantally unavailable Monday nights. So yes, I have a pile of gold bricks that I continue to shit.

If anyone wants more information on what I've done so far, let me know. But if anyone has Storyteller advice, I'd really, really appreciate that too.

Oh, and yes. I am a girl, who likes to RP, and not just in bed. In fact, I've been playing games like Vampire and AD&D for seven years or so.

Help? Please? Danke.

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666th Post: Wed Aug 04, 2004 11:59 am
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Captain Cyran
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Post by Captain Cyran »

First thing I'm gonna say is this, if you did not know this already.

1. Fuck the rules, use 'em as you need 'em but toss them when you don't

2. Be ready, the people you are GMing for are going to be giving you a run for your money, be quick about creating story or your screwed.

3. You are GM, you are God. Simple as that, your word shall not be questioned, have fun with the power rush.
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CrimsonRaine
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Post by CrimsonRaine »

Thank you. =) The rules are what intimidate me the most, frankly 'cause I can't remember them all. I feel slightly better already. :D

Crimson Raine
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"And on that day, on the horizon, I shall be. And I shall point at them and say unto them HAHAHAHAHAH!!!!!" -- Ravenwing
RedImperator: "Yeah, and there were little Jesus-bits everywhere."
Crimsonraine: "Jesus-bits?!"

666th Post: Wed Aug 04, 2004 11:59 am
Dizzy D
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Post by Dizzy D »

Do you know what type of players they are: are there rules-lawyers among them ? If not, then don't worry about the rules, Mage is a pretty flexible system, so use your own judgement to tell if what they are doing should be possible for their characters.

2) Regarding the villains and plot: make sure you have some backup in case your players are going in a different direction than you want (which always happens) and make sure that they have a good reason to stay together and in Philly.
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TheFeniX
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Post by TheFeniX »

I've only played Mage, and not DMed it: so I'll just give some general campaign advice.

1. With experienced role-players, I've always found it handy to keep a DM shield in front of me to block their view of my dice and notes. It also keeps them on their toes when I roll the dice, have a short chuckle, then act like nothing has happend. Do this when the player asks "Do I notice anything unusual about this place?" It's great.

2. Since this is your first Storytelling experience: Don't let the players push you around. One guy I was DMing for stated that he wanted to roll his own dice. I don't do things that way, it slows down the gameplay. He said he didn't trust me to roll the dice "fairly." (I didn't realize we were playing craps). I told him my way was his chair, his way was the door.

3. To add to Cyran's post: I've found the story is everything (especially in White Wolf games). Don't let everything get bogged down in dice rolling. Work the numbers fast to keep the combat and role-playing running smoothly, or "fudge" some dice-rolls if you have to.

Don't let your players know you've been screwing with die rolls though. Some players get pissed because they believe you are taking the choice out of the game and will become disinterested.

4. If the players find a way to destroy your well-thought out story (and they will) don't let your brain explode. Try to find ways to get them back into the main plot through subtle NPC interactions. Just don't let them feel rail-roaded and everything should work out.

5. Have Fun (most important rule).
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PrinceofLowLight
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Post by PrinceofLowLight »

http://members.aol.com/essuncius/cover.html Reading this is a good tip. I used to GM games exclusively, and used to get pretty overwhelmed. This guide's a great help.
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