[UA] Help me pleeeeeease!
Matt Norwood
rowan at media.mit.edu
Thu Feb 6 12:10:58 PST 2003
Put me down for C)
As many have said, they are very different games. Mage is more
open-ended. You could run a UA-style game in the Mage world, with a
handful of low-powered Tradition mages and Orphans trying to stay alive
and keep away from their enemies: the NWO (read: Sleeper) agents who try
to keep them quiet, rival Tradition sects (CotNG), and Marauders (Mak
Attax?). You could also run a Feng Shui-style action-adventure game,
with super-powered martial artists and cyberspace hackers going up
against cyborg stormtroopers in a Matrix-style (reminder: Mage was
published long before the Matrix) shoot-em-up.
The only things keeping you from playing UA easily in the Mage world are:
1. The inability of open-ended magic rules to sufficiently tie a magical
style to its side effects. A Mind mage should get hit with lots of
mental paradox effects, but it's really all up to the GM. In UA, OTOH,
the side effects (taboo/charging) of a school are instrinsically tied to
its style.
2. The under-powered nature of normal humans. This is a real difference
between the two worlds, and it means that Mage characters are imbued
with great power and great responsibility, as Uncle Ben would say were
he not dead at the hand of some two-bit thug as a result of his
nephew's... oh, never mind. Anyway, it means that Mage discourages games
about sorcerors sitting around their apartments masturbating and waiting
for their next unemployment check, while that sounds like par for the
course for a UA story. (Believe it or not, that's actually an
_endorsement_ of UA.)
Both of these problems can be overcome with the right GM and the right
players, yadda yadda (this statement is the ultimate cop-out for poor
game design, I know). And there are a lot of cool, exciting Mage games
you could play that would never work in UA. Admit it: cyborgs are cool.
The Terminator is cool. Bacon tastes good. Pork chops taste good.
ALSO: a caveat for all UA writers and fans! UA could _easily_ turn down
the path that the Mage line has taken if its creators do not maintain
their vigilance. The road to a game overflowing with Enlightened Tai
Chi-using Epideromancer Executioner Agents of the Room of Cold
Reflection is paved with good intentions. I have only played one UA
game, and my character was a mundane journalist; in spite of the great
GM and mature players, I sometime found my character overshadowed by the
magical effects being flung around me. I had to sit through a fair
amount of "Bill is making the gang members forget that he exists so he
can sneak up on them, Bob is smiting the leader with a Bolt of
Hurtiness, and Matt is peeing his pants and surrendering", and while I
looked forward to developing the character and making the most of his
mundane abilities, the fact is that UA spends about 50 pages of the
rulebook on magic for every 10 pages spent on anything else.
This is a big problem. UA tries to counterbalance it a few ways:
1. Some detail on non-magical tasks. UA has a few mundane skills that
have interesting effects, like Hunches and Do Two Things At Once.
Cherries are another way to make mundanes feel more involved, as long as
they're combat-oriented mundanes. But where are the Lie or General
Athletics cherries? A game that has detailed rules for combat or magic
at the expense of everything else makes it much less appealing to play a
non-combatant or a non-magician. And even a mundane combatant can feel
left out of the party if he rolls his firearms skill every turn while
his companions are all whipping out different magical effects left and
right. UA can't fall back on lists of cyberware or futuristic equipment
like Shadowrun, but how about spicing up combat with a few choices like
laser sights, aiming for a turn, or different damage types? I understand
the impulse to keep the rules light and leave detailed descriptions of
effects up to the GM, but by that standard the epideromancy rules would
consist of "You can do magic with flesh and stuff. Run with it."
2. Balancing power with liabilities. Adepts have to do lots of crazy
shit to make their magic work. While this balances them with mundanes
power-wise, it still leaves most of the game time -- and the game
rulebook -- consumed with magic-related activity. If a player wants to
find a piece of information in a secure database, he makes a roll
against his "3l33t haX0r" skill. If he wants to pick it from someone's
brain using Cliomancy, he goes on a road trip to the Watergate then
decides if he's going to boost his effects with extra dice from
additional minor charges and rolls while trying to avoid screwing up and
being plagued with an astral parasite blah blah blah. Sure, he might not
be more _powerful_ than the hacker, but he gets a lot more attention
from the GM, which makes playing an adept more appealing. Again, this
can be overcome with a great GM and good players, but see my comment
above for what I think of that excuse.
3. Introducing complex psychological rules that apply to mundanes as
well as adepts. The madness meters and the Passions are great. No
question. They can make the spiritual journey of a housewife as
compelling as that of a chaos mage. But why stop there? UA could have
detailed rules on non-magical, non-combat actions that wouldn't bog down
gameplay but would make mundanes feel more involved. The examples that
spring to mind are: the hacking rules from GURPS Cyberpunk or from
BTRC's Spacetime; the intimidation/stare-down rules from AD&D's Oriental
Adventures, White Wolf, or BTRC's Timelords; and other examples, usually
drawn from high-detail (read: unplayable) games. UA tries to avoid reams
of rules for skill use, which is an admirable goal; but they end up with
pages and pages devoted to the use of a few skills (i.e. magic) and less
than a paragraph devoted to every other skill. This might be a good
place for fans to step in and write up detailed descriptions of new
skills, with special effects, cherries, rules for opposed skill use, etc.
Anyway. I guess that rurned into a bit of a rant. Just a few ideas on
how UA can avoid the pitfalls that Mage has revealed to us for the
design of a game of postmodern magic.
Matt Norwood
_______________________________________________
UA mailing list
UA at lists.uchicago.edu
http://lists.uchicago.edu/mailman/listinfo/ua
More information about the UA
mailing list