Peculiarly enough, I’ve never actually played in any World of Darkness game. No Mage, no Vampire (and no Vampire LARPs, thankfully), no Werewolf, nothing.
That’s about to change.
A friend of mine has been running a Mage: The Awakening game for a while now, and he’s invited me to join the party. From what I understand, he’s changed how Avatars work slightly–in his games, Avatars are very much something external, with their own goals and methods that reappear throughout the ages as the Avatar gets different hosts. (The party’s primary patron, for example, has the Avatar of the Merlin, and throughout the ages has been Myrddin, Talesin, and a number of other individuals throughout history.)
What’s peculiar is that however much I read the Mage books, I can’t actually find myself enamored of any particular Tradition. I normally have no trouble making characters, but something about the Mage method of character creation isn’t jiving with my usual methodology. (Possibly it’s the lack of distinct powers and archetypes, which is where I usually start.)
Anyone have any suggestions on how to do this? The advice I’ve heard from one of the other players in this game is to envision a couple of different scenarios and figure out how I’d get out using the various spheres of magic. Not sure if that’s a good way to do it, but I’ll be giving it a shot. Other ideas are welcome, though.
1 Comment until now
I usually read through the traditions and then the merits and flaws and find something that strickes my fansy and run full tilt with it. Then once i have a basic idea for the character i go back and see where they most likely fit; and if they don’t fit anywhere exactally thats ok. your character just needs to lean in the general direction of the tradition. Or you can go the hollow one route which is the non tradition, tradition. I guess my basic idea is to build a person first and then fit the game around them.
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