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Hi, Mage fans! And/or Changeling fans! On this week's episode, we're having a conversation with Terry Robinson, host of Mage: the Podcast, to talk about crossover between Mage and Changeling. If you aren't well versed in Mage: the Ascension, don't worry—we'll give you some of the key terms and concepts to get you going with incorporating mages into your Changeling game. Not only that, but we hash out every crossover issue you could possibly want to deal with! (Well, okay, that was an outright lie, because we could do an entire separate podcast just on those issues.) (Maybe someday...) In any case, have a listen, and as always, feel free to hop in our Discord (link at the bottom of this page) to discuss your thoughts and ask your questions.
Probably the most important thing to talk about with any game crossover situation are the themes and moods of the games and how they align. We brought this up with Terry, and discussed three that do, and three that don't:
...
Terry mentions at one point a lovely anecdote about getting into Mage by reading the 2nd edition of the "Big Purple" and a sharp memory of some John Cobb art. For the viewing pleasure of you, the audience, here's what we believe to be the art in question that stuck in Terry's mind:
And now perhaps it will stick in yours. Whatever this might say about Terry's aesthetic sensibilities, we leave to others to decide! ^~^/
...
There's a Background introduced in Mage 20th Anniversary Edition called Demesne (pronounced like "da MAIN") which has... something to do with dreams. It's a "semi-permanent Dream Realm," according to that corebook, which doesn't really give much in the way of hard mechanics for interactions between a changeling and a mage who has such self-control over their subconscious. Some suggestions from Terry:
Statistics are not available, but it's unlikely many mages take the Background in the first place, in part because of its limited use. But in a direct crossover game, Storytellers and players may want to come up with some ways like these that Demesne can be used to facilitate interaction. Perhaps the Demesne can function as a safe island for the changelings off the Silver Path when they enter the Dreaming, and in turn they can hang out with the mage without needing to enchant them (or even physically being present). Perhaps a mage can use Demesne as an ability like Crafts or Technology to create chimerical objects for the changelings (like the "guns; lots of guns" scene in The Matrix, except... dream-guns), which they can take out of the realm for a period of time. Or from an antagonist point of view, a Nephandus might use their Demesne as a nocnitsa breeding ground, or a Technocrat's vision of ultimate conformity allows them to manifest powers akin to an Autumn Person's (assuming they don't have these already). The Background may not have been intended as a built-in connection, but... might as well use it?
(And no, in this episode, we are not handling the question of "where is the Dreaming relative to the Umbra?" That will be its own thing at some point, when we each have several hours to kill and the substances of our choosing.)
...
Just because, here are a few little verbal swishes that occurred during recording:
And importantly, there is a famous quote-drop from Hamlet, "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy." This is one of those cornerstones of good Storytelling (in Pooka's opinion, at least) that gets overlooked. Mechanics and definitions and explanations are all well and good, but on the altar of a chronicle, everything and anything can (and sometimes should) be sacrificed. If you want a mage antagonist or ally in your Changeling game, unless there's a player with a sheet who needs to know how many dice to roll, you don't have to make that mage correspond to what the books say. Especially for Changeling, story is paramount. And sometimes, the unexpected and inexplicable makes for a more compelling narrative, both inside and outside the game. Hamlet calls out Horatio because the latter has a hard time fitting the ghost they've encountered into his worldview. It's an extension of the Golden Rule, in a way: breaking the rules to make a narrative feel novel and mysterious, to keep the players on their toes.
...
Some places online where you can find Terry:
...
Josh Hillerup (any pronoun) has a Familiar that fits inside a common household breadbox, but you won't guess what it is.
...
"Perhaps I am too tame, too domestic a magician. But how does one work up a little madness?" —Susanna Clarke, Jonathan Strange & Mr Norrell
(psst! email us at [email protected] if you want)
4.8
1010 ratings
Hi, Mage fans! And/or Changeling fans! On this week's episode, we're having a conversation with Terry Robinson, host of Mage: the Podcast, to talk about crossover between Mage and Changeling. If you aren't well versed in Mage: the Ascension, don't worry—we'll give you some of the key terms and concepts to get you going with incorporating mages into your Changeling game. Not only that, but we hash out every crossover issue you could possibly want to deal with! (Well, okay, that was an outright lie, because we could do an entire separate podcast just on those issues.) (Maybe someday...) In any case, have a listen, and as always, feel free to hop in our Discord (link at the bottom of this page) to discuss your thoughts and ask your questions.
Probably the most important thing to talk about with any game crossover situation are the themes and moods of the games and how they align. We brought this up with Terry, and discussed three that do, and three that don't:
...
Terry mentions at one point a lovely anecdote about getting into Mage by reading the 2nd edition of the "Big Purple" and a sharp memory of some John Cobb art. For the viewing pleasure of you, the audience, here's what we believe to be the art in question that stuck in Terry's mind:
And now perhaps it will stick in yours. Whatever this might say about Terry's aesthetic sensibilities, we leave to others to decide! ^~^/
...
There's a Background introduced in Mage 20th Anniversary Edition called Demesne (pronounced like "da MAIN") which has... something to do with dreams. It's a "semi-permanent Dream Realm," according to that corebook, which doesn't really give much in the way of hard mechanics for interactions between a changeling and a mage who has such self-control over their subconscious. Some suggestions from Terry:
Statistics are not available, but it's unlikely many mages take the Background in the first place, in part because of its limited use. But in a direct crossover game, Storytellers and players may want to come up with some ways like these that Demesne can be used to facilitate interaction. Perhaps the Demesne can function as a safe island for the changelings off the Silver Path when they enter the Dreaming, and in turn they can hang out with the mage without needing to enchant them (or even physically being present). Perhaps a mage can use Demesne as an ability like Crafts or Technology to create chimerical objects for the changelings (like the "guns; lots of guns" scene in The Matrix, except... dream-guns), which they can take out of the realm for a period of time. Or from an antagonist point of view, a Nephandus might use their Demesne as a nocnitsa breeding ground, or a Technocrat's vision of ultimate conformity allows them to manifest powers akin to an Autumn Person's (assuming they don't have these already). The Background may not have been intended as a built-in connection, but... might as well use it?
(And no, in this episode, we are not handling the question of "where is the Dreaming relative to the Umbra?" That will be its own thing at some point, when we each have several hours to kill and the substances of our choosing.)
...
Just because, here are a few little verbal swishes that occurred during recording:
And importantly, there is a famous quote-drop from Hamlet, "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy." This is one of those cornerstones of good Storytelling (in Pooka's opinion, at least) that gets overlooked. Mechanics and definitions and explanations are all well and good, but on the altar of a chronicle, everything and anything can (and sometimes should) be sacrificed. If you want a mage antagonist or ally in your Changeling game, unless there's a player with a sheet who needs to know how many dice to roll, you don't have to make that mage correspond to what the books say. Especially for Changeling, story is paramount. And sometimes, the unexpected and inexplicable makes for a more compelling narrative, both inside and outside the game. Hamlet calls out Horatio because the latter has a hard time fitting the ghost they've encountered into his worldview. It's an extension of the Golden Rule, in a way: breaking the rules to make a narrative feel novel and mysterious, to keep the players on their toes.
...
Some places online where you can find Terry:
...
Josh Hillerup (any pronoun) has a Familiar that fits inside a common household breadbox, but you won't guess what it is.
...
"Perhaps I am too tame, too domestic a magician. But how does one work up a little madness?" —Susanna Clarke, Jonathan Strange & Mr Norrell
(psst! email us at [email protected] if you want)
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