I know many people here have issues with the Mage play book due to its open nature.
Has anyone created small changes to it to make it, in their opinion, more playable?
I know many people here have issues with the Mage play book due to its open nature.
I know many people here have issues with the Mage play book due to its open nature.
Has anyone created small changes to it to make it, in their opinion, more playable?
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The simplest change, I think, is to instead of allowing the caster to choose the “issues” from casting, always have the GM pick. They can “Referee” the seen a bit and keep the Mage from hogging the seen.
Robert Doe , and the selection of issues for inconvenience factor can be calibrated to the effects the Mage is calling down (preferably, IMO, with explicit table agreement to that effect).
Also remove the Black Magic move.
Tim Franzke I’ve seen this referenced but the version I downloaded off drive thru rpg does not have that move or advancement.
I just re-downloaded the Alternative Playbook bundle and the Black Magic move is still there. Bottom left corner of the sheet – under Bonds.
How about a “mana point” mechanic? Here’s something quick off the top of my head.
You have mana equal to your INT+your level. When you Make Camp, you recover 1d6 mana, up to your normal maximum.
When you weave a spell to help solve a problem, describe it and spend at least 1 mana and roll+mana spent. Spells cast this way can never deal damage directly.
*On a 10+, the spell certainly helps, but choose one. *On a 7-9, the spell takes effect, but the choose two:
• The spell won’t last long – you need to hurry to take advantage of it.
• The spell affects either much more or much less than you wanted it to.
• The spell has unforeseen side effects, and might draw unwanted attention.
• The casting saps your energy, spend 1 additional mana.
*On a 6-, something’s gone horribly wrong. Your spell may well have worked, but you will regret casting it.
Interesting, my copy of the Mage doesn’t have the Black Magic move either…. Hmmm