Fate is a narrative engine that helps you tell the kinds of stories that you want to tell. There's just too much going on and too much fluff and too much backstory and too much mechanics and stuff like that. It's nigh impossible translate the system. I've said this before in another thread and I think it bears repeating here. I also may be mixing paradox from both versions. *It has been a while since I have read either Mage so this may not make sense according to the world. Each use of unsubtle magic during the scene adds a free invoke that the GM or NPC's can use against the PC. These aspects would be related the different types of paradox (backlash, bedlam etc). I would also let mages bypass this penalty for a scene taking a Paradox aspect. Each path should have an appropriate way to clear paradox from the track during downtime. Each point of Paradox acts as a passive defense for future unsubtle acs of magic. Each time a mage performs blatant magic in front of a sleeper they take a point of paradox on their paradox track. The last thing that you need to do is figure out how to do paradox. The mantle works functionally as the wizard but the magic you are limited to doing are based on the Path's ArcanaĬreate a new stunt to allow mages to pick up new Arcana when appropriate. I would do it by creating each Path in Mage as a Mantle. The first question is what do you want to keep? Do you want each sphere of magic to be it's own thing or thematic? There'll be clear but broad descriptions of what characters can do based on which sort of mage they are, there'll be some judgement calls based on that, and there'll be some stunt widgets that let them go outside what they can normally do. But rather than doing it in a spheres and dots sort of way, it'll be just a quick prose description of what the stunt lets you do that you normally can't. That mantle will have a section that says, "These characters can do X, Y, and Z sorts of magic." Then each mantle will have stunts that let them go somewhat outside their baseline range, but in a way that fits in with their general themes. You'll probably want to write up a mantle for each sort of mage. I think that the default for DFA is somewhere in the middle of that range. Maybe they find a widget that lets them break the rules in some limited way. If not, the player comes up with something else. When figuring out what the character can do, you just ask yourself if X type of mage can do that thing. On the other end of the spectrum, you have a thing that says, "This character is X type of mage," and that's it. The point is that to some degree you have specific capabilities tied to ratings on your sheet. Or maybe you break up Matter into 3 levels rather than 5. But you know what I'm talking about, so I'll just keep calling them spheres until someone corrects me.) You'll have something that says, "Matter 2," or the like on your sheet. (Are they spheres in Awakening? I don't remember. If you want a lot, then you're probably going to have some analog to the sphere/ dot rating. You still need to make judgement calls, but there's a lot of game mechanical structure present for you to lean on. There's a lot of definition to how magic works. Each dot rating of each ability tells you specific things you can do and how to resolve those. So the base system for Mage has all these magic abilities. That's going to determine tons about how other parts of the system need to be changed or not. Most of my Mage/ Fate thinking has been for Ascension, but I think that at least some of it is topical to Awakening.įor me, the place to start is deciding how much of the magic system should have concrete rules and how much can just live in the space of the group agreeing how things should work.
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