Mage the Ascension: Is it really possible to remove Entropy?

General questions, debates, and rants about RPGs

Moderator: Moderators

Heaven's Thunder Hammer
Master
Posts: 225
Joined: Sun May 25, 2014 4:01 am

Mage the Ascension: Is it really possible to remove Entropy?

Post by Heaven's Thunder Hammer »

So, in the OSSR thread:

http://tgdmb.com/viewtopic.php?t=54524& ... sc&start=0

Frank and Ancient talk about the two games oMage and nMage. A criticism of oMage was that the sphere of Entropy was too powerful since can too easily mimic other spheres.

Is it possible just to remove it from the game? Does it actually do anything unique that another sphere can't do?

Using this link as a guide:
http://www.snowsidhe.com/ResourceGuide/Mage-Spheres.htm

I'm thinking overall... No. I think this sphere could be removed from the game without much hindrance to in game play. Unless the group is composed of system mastery gearheads, a group of newbies would never know the difference. Any left over edge cases that technically Entropy does that another sphere doesn't should just be folded into that sphere.

Entropy 1: Can be replaced by any combination of at least Forces 1 and/or Life 1 and/or Matter 1 etc.


Entropy 2: Again, No, for most traditional applications. Affecting a dice throw should be Forces 2.

Now, this is the go to sphere application for winning the lottery. Because Entropy 2 lets you change the what numbers will come out, Time 2 merely lets you know which numbers will come out.

Entropy 3: The Given examples really to me, are a combination of Forces, Matter and Possibly Life.

Entropy 4: Affect Life: Now this is where I get irritated. This kind of thing is directly treading on the Sphere of Life simply from its name alone.

Blessing a child with good health is a life effect. Protecting them over period of Time from misfortune would be a combination of Forces and Time.

Similarily, cursing someone is a combination of Life, Forces, Mind and Time.

Entropy 5, Affect Mind: Obviously, Mind. And maybe Time 4.

Anyone want to poke holes in my admittedly, light assessment of the sphere of Entropy? I think the biggest thing is controlling outcomes of "random" events can be a bit fuzzy, such"random" electronic events in a computer, for example. But I don't think that's missing much.


Entropy

Specialties: Chaos, Dissolution, Fate, Fortune, Order

Luck, fate, chance and chaos are the prime components of the study of Entropy. From this Sphere comes the study of order and randomness, and thus, the study of totally random creation and destruction. All things dissolve eventually into haphazard components, and similarly events form from disjointed, unconnected patterns. Whether in thermodynamic theory or metaphysical metaphor, Entropy describes the simple fact that all things break down, but that new states come from disorder.

For mages interested in coincidence and chance, Entropy affords great possibilities. Mages can sense the flow of probability itself. Determinism and chaos are equal partners, to the student. The mage can spot chance on the move, recognizing points where probability quirks in odd directions. With enough mastery, the mage can even influence probability to cause changes and accidents to happen according to her desires. The mage may not be able to specify the exact outcome, but she can at least cause fair or foul fortune to fall as she wishes.

In practical physical terms, Entropy also relates an understanding of the breakdown, of systems. Although the mage can't affect Patterns directly until he achieves a great mastery of the Sphere, the final steps on the Entropic path allow the mage to literally tear apart Creation by encouraging the natural — or unnatural — spread of chaos. Matter crumbles. Forces fate. Creatures die. This is the lesson of Entropy: Everything falls apart.
Mages who study Entropy often choose the path of either order or chaos. Students of order look into patterns, into the ways that events flow from one to the next and into the means by which new things build on the old. Students of chaos study the dissolution of patterns, the destruction of matter and the random elements that infect happenstance and probability. Either sort of mage has an intuitive understanding of the forces that build and destroy.

By itself, Entropy cannot be used to attack Life Patterns directly until the fourth level (that is, only an Adept or better can in flict damage directly with the Entropy Sphere). However, indirect Entropy — bad luck, collapsing buildings and just rotten strings of happenstance — can inflict damage normally. Unsurprisingly, Entropic masters often have a great deal of Entropy Resonance. Such individuals have a nigh-tangible aura that gives an impression of being in exactly the right place and important — or of being completely out of place. Such mages seem to show up in just the right places at the right (or wrong) times. Sensitives and mages with high Awareness note that Entropy mages have a son of dark, primordial air that belies a swirling, entropic core.

• Sense Fate and Fortune
The rudimentary ability to sense entropy allows a mage to discern the current of destiny. The mage can look into the waves of probability, see places where chance has been altered or nudged, notice nexuses of unlikely events and sense the weaknesses of objects. The mage can determine if something has a particularly lucky characteristic and see if something is on the verge of breaking. Though these senses are far from perfect, they do make the mage a mean gambler and a give him insight into a little bit of luck.

Combined with various Pattern Spheres, the mage can look for weaknesses in a Pattern or see where it will fracture naturally. The mage can also determine if a particular object or creature is lucky. Correspondence with Entropy lets the mage find a place where an unusual event may happen, and Time could let the mage isolate exactly when a manifestation of destiny will appear.

• • Control Probability
After determining the threads of the Tapestry and how they pull on one another, the mage can tug subtly at Fate's loom. Although this ability doesn't necessarily change Patterns directly, it does let the mage alter probability just enough to influence the direction in which the Tapestry unfolds. The Disciple can grab the gross threads of probability where they collect and alter them to suit his whims. Though fine manipulation is still out of reach, the mage can exert a level of control that allows him to determine the outcome of simple events.

By spotting random occurrences, the mage can distinguish predetermined or set patterns from totally chaotic ones. In any pattern where chance and chaos plays a part, the mage can make minor alterations, forcing the randomness to play out as he wishes. Thus, the mage can pull out a good poker hand from a shuffled deck of cards, influence a dice roll subtly or pull out the gone odd sock in the sock drawer. The more complex or the more patterned the event, the harder it is to affect, so the mage is best off dealing with fairly simple and subtle changes. The mage doesn't fay a hand on the Patterns around him directly. Instead, he influences the chance of specific things happening.

In conjunction with Pattern Spheres, the mage can sometimes determine how multiple objects, creatures or forces will interact with one another, and which ones will meet. With ephemeral Spheres, the mage can sense patterns in seemingly random fluctuations of the Gauntlet, notice who's likely to come up with a particular idea first or influence an event to happen at a specific time.

• • • Affect Predictable Patterns
The more predictable a Pattern, the more easily a mage can determine how it functions — and how it breaks. Finally able to touch other Patterns with Entropic control directly, the mage can cause chaos in static Patterns, or arrest the onset of decay. Of course, the natural course of things always wins out in the end. It's impossible to dodge Fate and erase chance completely. However, the mage can exercise a great deal of control over random events, forcing them to delay, making them happen much sooner than they would and causing a Pattern to undergo its natural end sooner or later than usual.

At this level of skill, the mage can affect only set, predictable Patterns such as Matter and Forces. Life Patterns, with their constant ebb and flow, are too difficult for the mage to hamper directly.

Since the mage can alter set Patterns, he can cause machines and systems to break down or prevent such damage. He can cause a device to fail, to suffer a quirky malfunction or to continue working long after it should've given out. Such blessings and curses do eventually wear off (and the entropy often "catches up" in the end), but they can be a boon in the interim.
With Pattern Spheres, the mage can not only affect a Pattern with Entropy directly, but he can control how it will react with other Patterns. Thus, the mage could make a computer that won't break down for years or get overloaded by an electrical surge.

• • • • Affect Life
Living Patterns grow, change and adapt. Because of their constant motion, such Patterns are unpredictable, and they ?re difficult to read or affect with Entropy. However, the Adept of Entropy has reached a level where he can finally sort out such massively complex developments and make a good guess at influencing the growth, and change of life. The Adept learns how things grow, mature, change, adapt and die, how they decay, how they feed into the cycle of life and death. By changing the natural course of multiple points in the life cycle, the Adept can guide it subtly in new directions, whereas simpler changes would merely be corrected.

A mage can use Entropy magic of this level to influence Life Patterns and their successive lineages, bestowing long life, good luck and health, or a quick demise and a blighted family line. Although the Life Pattern is not directly touched, the events around it all quietly bent to force it into directions and circumstances of the mage's choice.
With the Pattern Spheres, the mage can exert direct effects on living beings, causing them to decay or to recover from injury or illness rapidly. Good fortune may result in the healing of diseases, while a curse could cause the subject to suffer complications.

• • • • • Affect Thought
Just as more physical Patterns are subject to change, so too are the vagaries of thought, space and time itself The Master of Entropy learns to impact the very changes of universal concepts.

At this level the mage can influence the interaction of many other Spheres of magic. Though the mage might not have extensive knowledge of the other Spheres, she can let random chance take its course to bring elements together or apart as desired, to tear down old concepts or structures and replace them.

Over time, ideas change, new beliefs take hold; places fall away from public use or grow in prominence; even rime itself goes through long patches of unassuming emptiness followed by periods of extreme change. The Master can see and affect all of these events. Ideas can be changed, evolved, brought to prominence or discarded. Large strings of coincidence can be moved into a single nexus in time or pushed away to leave a period of absolute normalcy. The mage can cause a place nearby to change in importance and nature to people, taking on certain qualities.

This intellectual entropy creates a true "meme," an idea so strong and pervasive that it creates change through its very existence. By spreading that idea, the Master can make others change their views and alter their perception of reality. The Master does not grossly recast Patterns into new forms. Rather, he opens the floodgates of possibility and, like a gardener, guides and prunes events to grow into a desirable direction.
Naturally, such sublime control of Entropy can be combined with the many Spheres for a multitude of Effects. The mage might always be in the right place at the right time. He can not only change someone's mind, but he can wipe away any previous thoughts, consigning them to the oblivion of Lethe. He can hasten the evolution of living things or the maturity of ideas, or delay them to a later time.

Entropy Effects
• Locate Disorder and Weakness — By using Entropy senses, the mage can locate areas of chaos, disorder and decay. A simple sensory Effect determines roughly where an object may break, where an occurrence may happen randomly or how a sequence of events may fall out. With more successes, the mage gets more detailed and accurat e information.

By concentrating on an organizational structure, the mage can find the most disorganized and chaotic point. Doing so can be useful in determining areas that may be difficult to understand, or places where a few more little changes may go unnoticed. Focusing on a Pattern, the mage can sense the weakest areas and make a devastating attack in those places. Applying the magical senses lets the mage use his Entropy magic to augment his damage roll (see "Magic Enhancing Abilities," p. 121).

• Ring of Truth — For those who believe in such things, destiny has a way of coming to the fore. Prophets speak the words of destiny, and events come to pass; people make simple statements that turn out to hold profound truths. Attention to destiny (or just to the patterns that indicate when someone is most likely to lie or to be right about something) can tell a mage whether someone's words hold accuracy.

The Ring of Truth relies on some tie to destiny to determine veracity. Although this powerful Effect can help a mage determine if someone is lying or if the individual's words are somehow important, it has limits. The mage can only analyze something that has meaning to her — a question that has no relevance to the mage or the subject cannot be analyzed. That is, the mage cannot simply query a random person on the street, or even a cabal-mate, about sundry details of the Technocracy and expect an objective assessment of truth if the questions are without connection or context to the subject. Furthermore, the Effect is not infallible, and it often leaves the mage with cryptic hunches or incomplete answers. Fate is fickle. "Reply hazy. Try again later".

• • Beginner's Luck — There is a statistical possibility that any random attempt to do anything will actually succeed. You can get a hole-in¬one the first time you pick up a golf club or hit the bull's eye at a rifle range on the first try. The trouble is doing it the second time, as the chance gets exceedingly improbable. One lucky shot is in the realm of possibility, but five holes-in-one from a rank amateur is beyond belief.
Most mages agree that skill and practice will beat blind luck any day. When faced with any feat that she has never attempted before (or at least succeeded in), however, a mystic may use the Effect to call on the force of beginner's luck and do the impossible.

For each success with this Effect, the Storyteller may add one success to any non-magical Skill roll that a mage's player has two dice or less to attempt, in addition to any successes that the mage makes on her own. The "automatic successes" from this Effect last until they are used in some spectacular success, at which point the magic expends itself.

Each future attempt to use this same magic for the same feat adds one to the difficulty, reflecting diminishing returns. Mages who wish to continue to make spectacular successes should learn additional levels of the Skill in question. No one stays a beginner for long.

• • Games of Luck — By controlling localized probability, the mage can influence the outcome of nearly any game of chance. He can tell which horse will come in, who'll get the winning poker hand and how the dice will fall. As with all Effects of this sort, the mage's successes get increasingly improbable as they continue. At low levels of success, the mage might influence the events but not completely get the desired result. At high levels, the mage can exert a fine (but not exact or total) control over the outcome of such random games. Although it may seem that a mage could make large quantities of cash this way, chance has a way of catching up. Besides, the bookies probably won't let your Virtual Adept run the numbers on his laptop while he's playing poker!

• • • Like Clockwork — Patterns that rely on precision can be improved and shielded with this simple Effect. By insulating a Pattern against the forces of Entropy, a device can be not only protected from decay and rust, but made to run perfectly for years, never failing and never allowing errors to creep in. Obviously, time catches up with all things so this Effect can't be made permanent. However, it can stretch the life and accuracy of all sorts of machines if it's maintained regularly (especially clocks, computers and other such precision devices). The Technocracy uses this Effect extensively, simply through regular maintenance of its machinery. Tradition mages might work small charms and blessings into a device to give it similar benefits. This Effect's successes establish a duration and size for the subject, keeping it shielded from running down naturally. The successes also defend against Entropy attacks levied against the object in question: An Entropy attack deducts from this Effect's protective successes first before hampering the object's functionality.

• • • Slay Machine — Just as Entropy can protect a delicate Pattern from failure or decay, so too can chaos induce just such occurrences. By accelerating the process of inaccuracy and failure, the student of Entropy can render a modern technological device a heap of rubble — or at least cause it to fail badly enough that its compounded errors make it worthless.

The number of successes scored on the Effect determines how much chaos the mage manages to inject into a given system. For complex machines, the mage can cause gears to br eak, belts to snap, axles to bend and rods to slip. Electronic components suffer surges or failures. Computers and calculators get random errors and crashes along with computational problems. Simple material Patterns disperse in an accelerated rate of decay: Water evaporates, steel rusts, wood rots and copper corrodes. Use the table on page 162 for guidelines on how badly the target is damaged. A couple of successes would be sufficient to interrupt a personal computer, but 10 or more successes would be necessary to crumble a large engine to broken pieces.

• • • • Blight of Aging — Infusing a Life Pattern with excess Entropy can have all manner of negative effects, primarily by accelerating the process of decrepitude. The caster doesn't necessarily specify any sort of particular physical problem. Rather, the mage simply curses the creature, afflicting the being with a rapid aging and disease. Though Life Patterns are normally self-correcting, the right combination of Entropic factors can drive a Pattern haywire, eventually causing it to fall apart and destroy itself. Rapid aging, cancer, system failure and multiple infections can all result.

A significantly strong curse can reduce the creature to a decaying corpse in a matter of days. More subtle curses may cause the victim to suffer a relapse of an old wound, the of a nasty disease or a slow slide into a coma. The mage doesn't choose the result. Instead, she simply levies the curse and watches as the individual suffers the results (like in Steven King's Thinner). Medical attention might slow the onset of such a curse, but normal science can do nothing to prevent the deterioration. Victims wither and die slowly, or they just suffer some sort of debilitating disfigurement, and only an enlightened magician or scientist can find a way to battle the curse (with sufficient command of countermagic).

Life-destroying curses are a common (if powerful) staple of most magical styles, but they are usually relegated to the status of dire and dangerous magic. Dabbling in such magic is a quick path to Jhor.

• • • • Midwife's Blessing — Remember all those stories about fairy godmothers and blessed children? Such blessings are possible with the right command of Entropy. The mage's blessing doesn't ensure specific qualities, but it does help to ensure that the child will grow with health and strength. The usual Verbena form of the Effect is a laying of hands on the belly of the mother-to-be, with the blessing, "Grow tall, straight of limb and well favored." Hermetic mages have been known to enchant for specific qualities in their children, instilling specific forms of vis (Quintessence) with Resonance designed to protect against negative qualities. Progenitors are more straightforward, deliberately engineering" genetic qualities to remove negative traits and disease susceptibility.

Obviously, ensuring that a child is completely bereft of mischance is too difficult to perform, but a well-cast ritual can at least prevent birth defects or fatal diseases. Protecting a child all through childhood would require an extremely strong ritual (as noted on the Damage and Duration table). The mage also can't specify any specific gifts for the child; all she can do is ensure that harm or misfortune just won't come the child's way.

• • • • • Binding Oath — The most powerful Fate magicians can call destiny itself to witness the oaths and pacts that they oversee. The skein of Fate takes chart of the subject and marks him. Such an oath brings the weight of fortune to bear on any who break it. Even without any additional compulsions or bindings, the oath has power due to the simple weight of destiny hanging over the subject.

A Binding Oath doesn't necessarily lay actual prohibitions on the subject. The individual retains his free will. However, should he choose to break the oath willingly, he reaps the full weight of consequence. Fate's tapestry bends to ensure that disaster befalls the oathbreaker, and he's clearly marked to any who can sense the weight of destiny.

Laying a binding oath is a difficult task, since it must be made to last long enough to have any meaning — typical oaths last for a cycle of the moon, a year and a day, even an age or an eternity. Placing a prohibition on an unwilling subject is even more difficult, especially if the victim is already marked for a great destiny. Thus, such oaths are usually saved for situations of the greatest weight and consequence, like ceremonial initiation into the mysteries of a Tradition or the foundation of a new Chantry.

• • • • • Mutate Ephemera — The vagaries of chance can take effect even on time, space and thought, and Masters of Entropy can pull on these threads as well. Most often, this Effect is used, in conjunction with constructs of thought and mind. Without even using the Mind Sphere, the Master can cause someone's mind to wander with a glance, lead her down a new chain of thought with a few well-placed words or change her mind about something with a simple warning. The Master of Entropy can also reweave destiny to take note of someone or to ensure that a particular place or time will be a conjunction of great import. As with oth?? manifestations of Entropy, the magician is not guaranteed of the final outcome, but he can make certain that something comes to pass, for good or for ill as he determines.

A simple bending of ephemeral chance can cause someone to change his mind about a whim or thought, or it might lead him to a new conclusion. Actually shifting someone's weight of destiny or placing a powerful curse or blessing, making a cryptic prophetic pronouncement or designating an area as a center of unusual happenstance is much more difficult. Placing a bond of fate over an area or for a large span of time requires that the mage address the difficulty of that distance or duration.
Last edited by Heaven's Thunder Hammer on Tue Feb 03, 2015 5:08 am, edited 2 times in total.
Username17
Serious Badass
Posts: 29894
Joined: Fri Mar 07, 2008 7:54 pm

t

Post by Username17 »

There's an embedded assumption here that magic (or magick if you prefer) has to be able to do everything, which is the opposite of true. It would be in all ways better if your magic couldn't do everything, and was instead rather clear about what it could and couldn't do. So if Entropy spent almost all of its time shitting on the uniqueness of other schools and then also did its own thing on top of that, that would still be bad.

The fundamental issue is that in an RPG which uses a RNG, all events, actions, interactions, locations, choices, and properties are in an important sense random. So control over randomness is way more powerful and intrusive even than it would be in the real world. Whether any of your friends owns a bike you can borrow is unknown to you, but it isn't random or even decided when you start asking. But in the game, it actually is decided randomly at the point of inquiry by a die roll. The game uses a RNG to simulate lack of certainty, which then in a completely metagame way makes the randomness affecting sphere way overpowered.

But fundamentally, Mage would be a better game if magick could do specific things and people could agree what those things were. As it is, you can do pretty much anything and there is absolutely no agreement as to what the fuck anything does or how you can do it. Destroying a city block by transforming a few cubic meters of the ground into an equal size and weight of highly pressurized, instantly expanding room temperature solid nitrogen is apparently Matter 2. Hurling someone into space at a thousand miles an hour by cutting them off from gravity is like Forces 2. Except obviously not, because even though those are clearly what the spheres say they do, they are just as clearly way outside the examples of the spheres being used.

The underlying premise that Entropy couldn't be removed from the game if it had unique powers in addition to shitting on the uniqueness of other spheres is completely false. What you intend to do with that information I have no idea. OMgae is one of the most incoherent magic systems ever devised, where the main author is explicitly hostile to any epistemology that would possibly give reasonable certainty as to what the fuck he was talking about when he described how it worked.

-Username17
Heaven's Thunder Hammer
Master
Posts: 225
Joined: Sun May 25, 2014 4:01 am

Re: t

Post by Heaven's Thunder Hammer »

FrankTrollman wrote:There's an embedded assumption here that magic (or magick if you prefer) has to be able to do everything, which is the opposite of true. It would be in all ways better if your magic couldn't do everything, and was instead rather clear about what it could and couldn't do. So if Entropy spent almost all of its time shitting on the uniqueness of other schools and then also did its own thing on top of that, that would still be bad.

The fundamental issue is that in an RPG which uses a RNG, all events, actions, interactions, locations, choices, and properties are in an important sense random. So control over randomness is way more powerful and intrusive even than it would be in the real world. Whether any of your friends owns a bike you can borrow is unknown to you, but it isn't random or even decided when you start asking. But in the game, it actually is decided randomly at the point of inquiry by a die roll. The game uses a RNG to simulate lack of certainty, which then in a completely metagame way makes the randomness affecting sphere way overpowered.

But fundamentally, Mage would be a better game if magick could do specific things and people could agree what those things were. As it is, you can do pretty much anything and there is absolutely no agreement as to what the fuck anything does or how you can do it. Destroying a city block by transforming a few cubic meters of the ground into an equal size and weight of highly pressurized, instantly expanding room temperature solid nitrogen is apparently Matter 2. Hurling someone into space at a thousand miles an hour by cutting them off from gravity is like Forces 2. Except obviously not, because even though those are clearly what the spheres say they do, they are just as clearly way outside the examples of the spheres being used.

The underlying premise that Entropy couldn't be removed from the game if it had unique powers in addition to shitting on the uniqueness of other spheres is completely false. What you intend to do with that information I have no idea. OMgae is one of the most incoherent magic systems ever devised, where the main author is explicitly hostile to any epistemology that would possibly give reasonable certainty as to what the fuck he was talking about when he described how it worked.

-Username17
So I'll take it as a yes from you that I can and should remove the Entropy sphere from the game, to make it infinitesimally less borked than before. I'll take your advice and when I run oMage impose more limits on the spheres where necessary.
User avatar
DrPraetor
Duke
Posts: 1289
Joined: Thu Apr 02, 2009 3:17 pm

Post by DrPraetor »

It's true that magic need not do everything, but there are protected effects, things you want magic to be able to do.

Depending on your reading of the rules, Entropy may have a unique schtick that you want, which is control over events.

Within the Mage game specifically, you want magic to be able to include spells like - "I curse you! Your dooms are harp, brother, and beauty."

What sphere is that? Is it Life, because it kills the target? If it killed by explosion would it be Forces, instead?

oMage is a mess and different writers of the game rules material, forget about the fluff, thought that a spell where, by chance, you find a $20 lying on the ground was Matter (because it effectively created a $20 bill), or Entropy (because it was coincidental magic.)

Swapping in the Fate sphere is actually an improvement in nMage, although it still doesn't answer the question of whether coincidental magic is Fate or not. So not enough of an improvement to make the game playable, but something of an improvement.
Chaosium rules are made of unicorn pubic hair and cancer. --AncientH
When you talk, all I can hear is "DunningKruger" over and over again like you were a god damn Pokemon. --Username17
Fuck off with the pony murder shit. --Grek
User avatar
Longes
Prince
Posts: 2867
Joined: Mon Nov 04, 2013 4:02 pm

Post by Longes »

DrPraetor wrote:Swapping in the Fate sphere is actually an improvement in nMage, although it still doesn't answer the question of whether coincidental magic is Fate or not. So not enough of an improvement to make the game playable, but something of an improvement.
In nMage that question doesn't matter, because coincidental/vulgar dihotomy became much less of a deal (you get an extra die of paradox) and is determined for each individual spell by the coin flip made by author, rather than by something sensible.
Username17
Serious Badass
Posts: 29894
Joined: Fri Mar 07, 2008 7:54 pm

Post by Username17 »

nMage's description of what "coincidental magick" is is indeed incoherent and ultimately pointless. Like many things in nWoD, it's basically just cargo culting.

DrPraetor was talking about the much more interesting meaning of "coincidental magic" that everyone who isn't trying to parse oMage or nMage's rules might talk about - using magic to influence events. Clearly you want some kind of magic to produce curses or blessings or what have you - to create effects that in some way or another ensure that of the many futures that you believe might come to pass, the one that actually does come to pass is the one you want.

The thing is, as long as you have a flippin Time sphere, it's sort of pointless to have the powers that affect future probabilities be in some other sphere. Especially if it's a bullshit sphere that doesn't make sense like Fate.

-Username17
Heaven's Thunder Hammer
Master
Posts: 225
Joined: Sun May 25, 2014 4:01 am

Post by Heaven's Thunder Hammer »

Frank, I recalled this, something fanmade from the internet to help make sense of Mage:

HAP/HOP/HYP and RBD/PBD are a set of complimentary theories on how magic works. They're a set of worldviews to compare and contrast that, collectively, can help you determine whether something like what you've described is coincidental or vulgar.

Under the Hypothetical Average Perceiver model, whether something is coincidental or vulgar is determined by whether someone standing next to you -- the "average observer" -- would think it's impossible or not. If you summon a business card in your pocket and then pull it out, it's coincidental, because you could have had a business card there.

Under the Hypothetical Omniscient Perceiver model, whether something is coincidental or vulgar is determined whether an omniscient observer -- someone who can see inside your pocket -- can tell whether some magic's just been done. Under this model, summoning a business card is vulgar whether you do it in your pocket or out in the open. (Doing it in your pocket is still to your advantage if you'd like to be vulgar without witnesses rather than vulgar with, however.)

Under the Harass Yonder Passerby model, whenever something like this comes up at your gaming table, you go and find someone nearby who doesn't know what gaming is, and ask him whether it sounds like magic or not. It's a joke, but it's a well-established, traditional joke, now.

HOP sounds really harsh until you consider the other axis.

Under Result-Based Determinism, magic achieves effects through circumstance, and you only need the spheres sufficient to accomplish the end result. With RBD, you can use Correspondence 3 to summon up a taxicab (a real taxicab, not one you just created) that arrives improbably fast, takes you to where you're going with trafic parting before you as the Red Sea parted before Moses, and then drives off when you get out without the driver remembering to ask you to pay. Because the spell was just "Get from point A to point B," and that falls under Correspondence. The taxicab thing is the coincidence. Nobody, not even an omniscient perceiver, could tell that you used magic.

Under Process-Based Determinism you need magic to account for every process along the way to a spell's result. You can't summon the taxicab without Mind to control the driver, probably Entropy to make the traffic part improbably fast, and, of course, Correspondence to affect the nearest taxi before you can see it.

...

Process-Based Determinism goes well with Hypothetical Average Perceiver. Result-Based Determinism goes well with Hypothetical Omniscient Perceiver. Mage Revised tends to go with RBD/HOP, while Mage 2nd actually tends to go with RBD/HAP. But a lot of rotes seem written by authors who subscribe to PBD.

Anyway, the answer to the question "Is scrying using a PDA vulgar or coincidental?" depends on the answer to the question "How do you want magic to work in your game?" I, personally, like RBD/HOP, because I like vulgar/coincidental to be independent of witnesses/no witnesses, but a lot of people like HAP (which I can understand), and quite a few people like PBD (which I can't).

Apparently there are some people who run HOP/PBD games. I'm not sure what sort of magic could ever count as coincidental in those.
Once one takes a stance on how magic actually works by assigning some kind of rules and limitations, figuring out effects is at least somewhat easier.

I want to run a game without bothering with coincidental vs vulgar magic period by just saying all magic is technically, coincidental. And to determine the effect, it must be Process Based - which is why i think removing Entropy makes a lot of sense.
schpeelah
Knight-Baron
Posts: 509
Joined: Sun Jun 08, 2008 7:38 pm

Post by schpeelah »

That's not making sense of Mage so much as writing rules that Mage lacks, and then being incredulous that others did not already write the same rules themselves. Also, "Result-Based Determinism" is insanity.
User avatar
Ice9
Duke
Posts: 1568
Joined: Fri Mar 07, 2008 7:54 pm

Post by Ice9 »

Insanity? It's just effect-based, like HERO. Not what I'm looking for out of Mage, but it does work.

I guess if those are the options available, I prefer HAP/PBD, because I find figuring out what I can achieve with given tools more interesting than how I can describe a known effect.
Last edited by Ice9 on Wed Feb 04, 2015 1:06 am, edited 3 times in total.
User avatar
Occluded Sun
Duke
Posts: 1044
Joined: Fri May 02, 2014 6:15 pm

Post by Occluded Sun »

The real problem is that the various Spheres don't truly divide reality. A lot of people prefer the 'create your own Spheres' approach more.
"Most men are of no more use in their lives but as machines for turning food into excrement." - Leonardo di ser Piero da Vinci
K
King
Posts: 6487
Joined: Fri Mar 07, 2008 7:54 pm

Re: Mage the Ascension: Is it really possible to remove Entropy?

Post by K »

Heaven's Thunder Hammer wrote:
Entropy 2: Again, No, for most traditional applications. Affecting a dice throw should be Forces 2.

Now, this is the go to sphere application for winning the lottery. Because Entropy 2 lets you change the what numbers will come out, Time 2 merely lets you know which numbers will come out.
Matter would also let you change the numbers. Or Forces to knock the right balls into the slots.

Less directly, you could use Spirit to summon a Luck Spirit to alter the numbers.

This proves that Mage is all about creative and logical people owning everyone else and not about having a coherent RPG system. Most Spheres overlap the others.
User avatar
Occluded Sun
Duke
Posts: 1044
Joined: Fri May 02, 2014 6:15 pm

Post by Occluded Sun »

Creative and logical people owning everyone else is a feature, not a bug. No one has any idea how to make a conceptually-complex system for magic - or for that matter, for basic reality.

Take a look at the customizable Spheres from Dark Ages Mage (I think it was) to see if you like 'em.
"Most men are of no more use in their lives but as machines for turning food into excrement." - Leonardo di ser Piero da Vinci
Blade
Knight-Baron
Posts: 663
Joined: Wed Sep 14, 2011 2:42 pm
Location: France

Post by Blade »

What would the problem be with a system where the level/cost isn't related to the kind of effect but on the actual impact? Something like (on a 1-6 scale) :

1 = Cosmetic, fluff, no in-game effect
2 = Minor bonus/malus (+1/-1 to an action)
3 = Partially remove a minor obstacle (non mortal damage, lock easier to pick, etc.) / Major bonus/malus
4 = Remove small obstacle (kill/stun/incapacitate mook (or group of mook in a Feng-Shui like setting), pick non plot central lock)
5 = Remove major obstacle (avoid a combat (by killing/incapacitating all the mooks), get safely down the waterfall)
6 = Nearly break the game (retrieve the McGuffin without doing any of the quest, kill the big bad in one spell)

A problem I can see is that it doesn't really matter what explanation the PC find, and it prevents some creative use of small effects for big results, but this is exactly that kind of stuff that lead to game-breaking in the first place, so I guess it would be pretty hard to have one without the other.
schpeelah
Knight-Baron
Posts: 509
Joined: Sun Jun 08, 2008 7:38 pm

Post by schpeelah »

Having "win combat" and "win adventure/campaign" not only be actions that exist, but forming the basis of resolution is completely unacceptable. We're talking about the entire game being an overlay on acquiring the points you need to pay for winning the encounter/adventure/campaign.
Blade
Knight-Baron
Posts: 663
Joined: Wed Sep 14, 2011 2:42 pm
Location: France

Post by Blade »

I agree for "win adventure/campaign", though you could have a system where this is possible but at a very high cost, or where it requires you to retrieve some McGuffin that allows you to do that action.

For "win combat", I'm not so sure. When you (one way or another) send a fake order to the guards so that they won't patrol the area the night you'll act, you're doing an action that "wins combat". I think you should be allowed to do this.
schpeelah
Knight-Baron
Posts: 509
Joined: Sun Jun 08, 2008 7:38 pm

Post by schpeelah »

What you're describing right now is the normal way of doing it, which is to leverage circumstaces and abilities at your disposal (sending fake orders) to accomplish your goals. But you are proposing a system where the abilities aren't concrete and circumstances don't matter, only whether you can perform a level 5 action. Winning in this system comes down to weighing the cost of winning the adventure in one stroke versus winning every encounter versus defeating every opponent individually.
User avatar
Mistborn
Duke
Posts: 1477
Joined: Sun Aug 12, 2012 7:55 pm
Location: Elendel, Scadrial

Post by Mistborn »

My experience with mage was limited to reading through the MtA book in a borders once, but I always thought you got paradoxed if and only if your magic gets observed by muggles as being blatantly magical. The whole point of it is that you buzz gets hashed because people don't believe it works.

Thus the only observers you're worried about are the actual people who are observing you and if you can fool them then you're golden. Anything else seems like being needless obtuse and punishing just for the sake of it. That's the only solution that makes sense and is remotely workable so it's hard for me to imagine people even considering another method
Last edited by Mistborn on Wed Feb 04, 2015 1:39 pm, edited 1 time in total.
schpeelah
Knight-Baron
Posts: 509
Joined: Sun Jun 08, 2008 7:38 pm

Post by schpeelah »

No, you'll just get more paradox if observed by muggles (and less if observed by muggles who believe in your magic) but even when casting rituals in the safety of your basement you need to worry about how covert your spells are.
User avatar
Occluded Sun
Duke
Posts: 1044
Joined: Fri May 02, 2014 6:15 pm

Post by Occluded Sun »

Lord Mistborn, you might have read one of the early editions of Mage, where what you've described is basically what paradox was. They altered the concept pretty significantly as the game line developed.
"Most men are of no more use in their lives but as machines for turning food into excrement." - Leonardo di ser Piero da Vinci
User avatar
Occluded Sun
Duke
Posts: 1044
Joined: Fri May 02, 2014 6:15 pm

Post by Occluded Sun »

You might be able to make a system where you could make almost any change, but the extent and/or duration of the change required the commitment of quantized resources.

So you could turn a mountain to Jell-o... but without massive mystic power backing you up, it would only last a moment before reverting back. Or you could turn a pebble to gelatin forever/permanently.

Perhaps the nature of the change could also be a factor - so turning a mountain that's mostly granite into solid onyx would be easier than turning it into cheese. Perhaps the 'difference' has more to do with human perception than modern science, so turning coal into a diamond with magic would be nearly impossible but a handful of yellowed leaves into gold would be relatively simple.
"Most men are of no more use in their lives but as machines for turning food into excrement." - Leonardo di ser Piero da Vinci
Username17
Serious Badass
Posts: 29894
Joined: Fri Mar 07, 2008 7:54 pm

Post by Username17 »

If your game is supposed to be anything other than a punch-up, then there is no difference between a cosmetic effect and a mechanical effect. Something which in D&D or Champions would be free because it's worthless like changing hair or eye color would be extremely useful in a game like mage. You could convince people you were two different people or prove that you had magic powers or something.

The cosmetic/mechanic divide does not exist in Urban Fantasy. Thunderdome is a small portion of what you care about.

-Username17
TheFlatline
Prince
Posts: 2606
Joined: Fri Apr 30, 2010 11:43 pm

Post by TheFlatline »

Lord Mistborn wrote:My experience with mage was limited to reading through the MtA book in a borders once, but I always thought you got paradoxed if and only if your magic gets observed by muggles as being blatantly magical. The whole point of it is that you buzz gets hashed because people don't believe it works.

Thus the only observers you're worried about are the actual people who are observing you and if you can fool them then you're golden. Anything else seems like being needless obtuse and punishing just for the sake of it. That's the only solution that makes sense and is remotely workable so it's hard for me to imagine people even considering another method
Nah they later introduced coincidental and vulgar magic and basically blew the whole concept of paradox up. The idea is that if a muggle saw your magic go off and wouldn't necessarily think "that's impossible" (so a car narrowly misses you, bullets miss you, etc) then it's coincidental and easier and doesn't usually involve paradox. Throwing a fireball is vulgar though.

*that* led to the eternal argument of " is reality 3rd person omniscient vs 3rd person limited", and the great schism was created.

Say I used matter to create a 20 in my pocket to pay for lunch. 3rd person limited would argue this is coincidental, since a muggle would just see you pull 20 out of a pocket. Now if the muggle examined that pocket moments before and was sure it was empty, it'd probably be vulgar. 3rd person omniscient is basically God/reality seeing inside your pocket and seeing that 20 didn't exist before, and smacking you with vulgar magic penalties as a result.

3rd person limited makes the game more fun. 3rd person omniscient makes entropy the only really safe sphere to use for coincidental magic since it's whole jag is "probabilities".
Lago PARANOIA
Invincible Overlord
Posts: 10555
Joined: Thu Sep 25, 2008 3:00 am

Post by Lago PARANOIA »

TheFlatline wrote:Now if the muggle examined that pocket moments before and was sure it was empty, it'd probably be vulgar.
How does Mage's magic system not totally lead to extreme forms of Pyrrhonism for munchkins seeking advantage? For example, if you pull a 20 out of your pocket after the muggle checked it, you could always go 'but how do you know that I didn't have a secret pocket/have a hole in my pocket that leads to my underpants/that I didn't fold it up really tight and put it in my pack of gum/etc.' in order to subvert the vulgar magic penalties. Rinse and repeat for every use of magic and the game becomes a combination Batman/Kira/Tzeentch-esque absurdity.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.

In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
Red_Rob
Prince
Posts: 2594
Joined: Fri Jul 17, 2009 10:07 pm

Post by Red_Rob »

Given the prevalence of 'street magic' around nowadays I'm pretty sure you could launch actual fireballs and go invisible and shit and people would just assume there was some kind of trick to it. They'd be looking for the hidden camera for a while before they finally broke out with the:

Image
Simplified Tome Armor.

Tome item system and expanded Wish Economy rules.

Try our fantasy card game Clash of Nations! Available via Print on Demand.

“Those Who Can Make You Believe Absurdities, Can Make You Commit Atrocities” - Voltaire
User avatar
virgil
King
Posts: 6339
Joined: Fri Mar 07, 2008 7:54 pm

Post by virgil »

There's an apocryphal tale of one group in an oMage game that openly carried around camera equipment and similar accessories for that very effect.
Come see Sprockets & Serials
How do you confuse a barbarian?
Put a greatsword a maul and a greataxe in a room and ask them to take their pick
EXPLOSIVE RUNES!
Post Reply