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Recently I hosted Session 0 of my first Mage the Ascension chronicle in…years. Maybe 10 years? Mage is a game that I played a lot in college and with my college group in the couple of years after, but since we’ve all moved away from each other Mage has fallen by the wayside.
There’s something about Mage that fits really well with undergraduates. It’s all about ideas, and focused on the self, and changing one’s beliefs. It was a blast, and when I was talking with gamer friends now it turns out some of them were interested in a Mage game. So here we are again.
I’ve already written out my my opinion that M20, the recently released 20th Anniversary Edition of Mage, is inferior to the Revised edition of Mage released 17 years ago. Basically, it takes twice as many pages to accomplish less clarity, and mashes together multiple sets of sub-rules without putting as much effort as I’d like in streamlining them and making them consistent with each other. In addition, they cut out a rule that I really liked, that was the center of an important house rule I’ve had for Mage: Resonance.
In the Revised version of Mage, Resonance is a way that your magic is expressed to the outside world. It is like a smell, or taste, or color that marks your magic as yours as opposed to anyone else’s. It might be Dynamic, Entropic, or Pattern Resonance, and the Resonance is kind of like a fingerprint. The more Resonance you have, the stronger and more obvious your fingerprint. At a certain point, it’s probably like a calling card that anyone, magical or otherwise, can sense.
In the RAW, the downside of Resonance is that the more you accrue, through things like Paradox backlash, the more obvious your magic becomes, making it easier for enemies to find you. It can also have an effect on places where you use magic a lot. For example, if you have a lot of Entropic Resonance, plants might start dying around you when you use your magic.
Now, Mage the Ascension has always dealt with the theme of hubris, a particularly powerful temptation for Mages. There have also, from the beginning with 1st Edition, been particular Mages known as Marauders, who have fallen into a madness which not only corrupts all of their magic, but even their minds, bodies and surroundings.
In my Mage the Ascension games, a house rule developed which connected this idea of hubris, which didn’t have mechanical teeth so to speak, with Marauders, who were interesting but who seemed somewhat disconnected from the system. Any time a player rolls Arete, she can also roll Resonance along with it. If she does so, her character takes an automatic point of Paradox, and her Resonance is considered to be more powerful and noticeable.
For me, this house rule solved two problems. One was to make hubris, the “quick and easy path” in Jedi terms, truly tempting. Extra dice! The other was to connect this to the fall into Marauder-hood – you draw on this power again and again, accruing more and more Paradox (in addition to what you’d normally accrue), which results in more Resonance, which further twists your magic, which also tempts you with more dice for your effects, etc.
The end result is that arrogant, reckless mages are incredibly powerful, and also on a swift slippery slope towards madness and self-destruction. This simple house rule seemed to connect themes of Mage, to add teeth to some of its core ideas, and gave players an interesting choice to make every time they rolled their few, precious Arete dice.
I recommend it in your own games.