I like the idea of a bodisatva type arch mage who instead of doing the reasonable thing and abandoning ship (which in this metaphor is the Titanic) stays behind to make things better and guide others to awakening
The unrescued I will rescue The unliberated I will liberate The uncomforted I will comfort Those who have not yet reached nirvana, I will cause to attain nirvana
I think the spheres above five should just remove paradox for the corresponding level below five. As in you are so powerful, that paradox spirits of the same level of offense won't mess with you. Have a mechanic for humanity come in for balance, like for vampires. Once you reach 7 you'll have three humanity.
This channel is godsend. So few proper channels dealing with the Mage. Can we expect some videos on specific Traditions, or game streams? That would be awesome. Anyway, subscribed.
I Really love the philosophic theme, the loss, the cost and how to keep a low profile while living in the earth with Sleepers. I Had the chance to play a few sessions and was very interesting that my mage did less Magick than the former years of mastery, pretty fun. And yes, I hate the Spheres above 6, most of them, pretty useless. Nice video.
I think those are the themes I really like about the book. the creeping terror of losing yourself and your connection to the real world. I like the idea of an archmage doing less magic tbh, feels like its a more interesting take on the style of play.
@@TheHermeticHipster I appreciate the book review and even, thank you about your personal example of mechanics with Spheres 6+. I enjoy the same aspect of the book as you do. I salute you from Argentina, keep doing this videos.
it's good guide book to explain to players want to explore a sphere after lvl. 5. Last years ago, a player in my game got a sphere primordy 6. He haved a paradox gun, very effect in a umbra lost realm, which can use free magick. Where was the story
Like a lot of things historical context is important. When I think back on the early 90’s rpg book scene in general the supplemental books invariably seemed to always be in an escalating arms race. Each successive book past the core book had to open the door to more powerful options for the players and storytellers. The thing is in first edition mage the main book already (potentially) dealt in so much insanely high level power, especially considering cross sphere usage, that mages who have moved beyond those limitations become increasingly difficult to comprehend. But in the actual business context this is yet another example of a commonly used gimmick to get younger players to buy the book, and I assume that it was successful for White Wolf at the time. That even portions of it are good reading is a fantastic bonus.
I think this is what happens when you run into the limits of imagination - what you produce ends up being redundant and, often, silly. If I had been the author of this book, my primary theme would have been defining Arch-Mastery as the breaking of rules which govern lesser mages. For example, things like paradox no longer trouble you, and although you might still be forced out of consensual reality, you're simply outside the concept of paradox and thus above it - like sticking your finger in a bee-hive, you might be stung, but you're still standing outside the bee-hive and thus in no real danger. That would have been a far better theme than just trying to picture different, crazier effects.
Part of the problems I've had with Mage is that it's basically an idiot's version of postmodernism. Because if you take the player's perspective, there is an underlaying truth that no mage faction will accept: being equally right just means everybody is wrong. You've just added extra steps. Maybe "Awakening" actually isn't. You're just a superpowered human who got inducted into a secret society that told you that you're special. And you're just a deluded solipsist who has become too powerful to argue with. And I like the idea of being an Archmage as having achieved such power that reality itself has decided to take it upon itself to kick you out of the club.
Around 14:40 , I think the (honestly, misguided) reason for this being the capstone of Force for Archmages is because of the Hermetic Order's association with alchemy, and the concept of the Rebis (the ultimate spiritual goal in actual Alchemy, where one has spiritually gone through the stages of decay and purification and become reconstituted afterwards as a being of both body and spirit combined). The common representation of the idea of the Rebis is hermaphroditic, along with other accompanying symbols that of opposites at play in the same being. A lot of people tend to focus on, particularly, the gendered part because well... it's kind of attention grabbing if you don't have a full grasp of what you're seeing. That is kind of funny as hell though that they put that in there.
an arch mage and marauders are quite similiar in a way that they both ascend to something more than human and become inhuman however the arch mage is much more controlled. and an arch mage I think has a bigger chance of suffering some sort of insantiy as they get become more ancient leading to becoming a marauder. and as arch mages become more powerful they cant live on earth as they are paradox attracters and live int he umbra. or the horizon realms. and if they get too much paradox they either go kaput or become marauders. A Marauder arch mage is quite scary.
I find it funny that Clan Tzimisce is seen as the most reasonable of the vampires hahahah, in reality they are the most psycho of the vampire clans, then again they do have an alliance with the order of hermes vs. the Tremere. and yah props that the Malkavians are not to be dealt with, but the children of Gaia as lunatics hahahaah, that is very amusing.
Hi Valiant. I have been super busy with a new job and life. Buuuuut, yes! I'm working on my next video, and something else extra special. Thank for your interest :)
David Wilson Ive had so many discussions about how to pronounce the name, i don’t even say it consistently anymore. Maybe appropriate considering the clan...
I think you missed the point with the archmage sphere rankings, especially the ones you dislike. They don't seem unimaginative to me, but they definitely keep with the progress of the spheres 1-5. And how you point out how a power would sound better if it was using a different sphere, I think that is kind of the point. Archmage powers defy sphere definitions, as the archmage starts to perceive things about the sphere in a more holistic and all consuming way of that sphere. The ones who want to focus on only one sphere become exemplars. The ones who want greater and greater power stay archmages, living centuries, growing in mastery of sphere after sphere, and in the pursuit of that power, expanding the understanding of the spheres beyond what regular masters can conceive. Being able to perceive universal forces, and chain of forces starting from one, acting, moving into another, ie how forces are neither created nor destroyed but just changed from one to the other on a vast scale. Not just right in front of you, like with Forces 1, but the constantly flow of forces that goes on, and being able to perceive that allows you to be like an Aikido master of Forces. Combining Entropy with Forces only allows you to see that on a personal immediate scale. Forces 6 allows you to see it on a global scale, constantly. Thus the game mechanic of halving required successes to achieve forces effects.
I like the idea of a bodisatva type arch mage who instead of doing the reasonable thing and abandoning ship (which in this metaphor is the Titanic) stays behind to make things better and guide others to awakening
The unrescued I will rescue
The unliberated I will liberate
The uncomforted I will comfort
Those who have not yet reached nirvana, I will cause to attain nirvana
I think the spheres above five should just remove paradox for the corresponding level below five. As in you are so powerful, that paradox spirits of the same level of offense won't mess with you. Have a mechanic for humanity come in for balance, like for vampires. Once you reach 7 you'll have three humanity.
This channel is godsend. So few proper channels dealing with the Mage.
Can we expect some videos on specific Traditions, or game streams? That would be awesome.
Anyway, subscribed.
I Really love the philosophic theme, the loss, the cost and how to keep a low profile while living in the earth with Sleepers. I Had the chance to play a few sessions and was very interesting that my mage did less Magick than the former years of mastery, pretty fun. And yes, I hate the Spheres above 6, most of them, pretty useless. Nice video.
I think those are the themes I really like about the book. the creeping terror of losing yourself and your connection to the real world. I like the idea of an archmage doing less magic tbh, feels like its a more interesting take on the style of play.
@@TheHermeticHipster I appreciate the book review and even, thank you about your personal example of mechanics with Spheres 6+. I enjoy the same aspect of the book as you do. I salute you from Argentina, keep doing this videos.
it's good guide book to explain to players want to explore a sphere after lvl. 5. Last years ago, a player in my game got a sphere primordy 6. He haved a paradox gun, very effect in a umbra lost realm,
which can use free magick.
Where was the story
Like a lot of things historical context is important. When I think back on the early 90’s rpg book scene in general the supplemental books invariably seemed to always be in an escalating arms race. Each successive book past the core book had to open the door to more powerful options for the players and storytellers.
The thing is in first edition mage the main book already (potentially) dealt in so much insanely high level power, especially considering cross sphere usage, that mages who have moved beyond those limitations become increasingly difficult to comprehend.
But in the actual business context this is yet another example of a commonly used gimmick to get younger players to buy the book, and I assume that it was successful for White Wolf at the time. That even portions of it are good reading is a fantastic bonus.
Avartars are shards of the souls of the Sidereal Exalted!
Avatars are shard of the one, the nameless one shows us
I think this is what happens when you run into the limits of imagination - what you produce ends up being redundant and, often, silly. If I had been the author of this book, my primary theme would have been defining Arch-Mastery as the breaking of rules which govern lesser mages. For example, things like paradox no longer trouble you, and although you might still be forced out of consensual reality, you're simply outside the concept of paradox and thus above it - like sticking your finger in a bee-hive, you might be stung, but you're still standing outside the bee-hive and thus in no real danger. That would have been a far better theme than just trying to picture different, crazier effects.
Part of the problems I've had with Mage is that it's basically an idiot's version of postmodernism. Because if you take the player's perspective, there is an underlaying truth that no mage faction will accept: being equally right just means everybody is wrong. You've just added extra steps. Maybe "Awakening" actually isn't. You're just a superpowered human who got inducted into a secret society that told you that you're special. And you're just a deluded solipsist who has become too powerful to argue with. And I like the idea of being an Archmage as having achieved such power that reality itself has decided to take it upon itself to kick you out of the club.
@@afqwa423 bUt EvErYThInG iS tRuE aLl iS pErMiTtEd 🤣🤣🤣
Around 14:40 , I think the (honestly, misguided) reason for this being the capstone of Force for Archmages is because of the Hermetic Order's association with alchemy, and the concept of the Rebis (the ultimate spiritual goal in actual Alchemy, where one has spiritually gone through the stages of decay and purification and become reconstituted afterwards as a being of both body and spirit combined). The common representation of the idea of the Rebis is hermaphroditic, along with other accompanying symbols that of opposites at play in the same being. A lot of people tend to focus on, particularly, the gendered part because well... it's kind of attention grabbing if you don't have a full grasp of what you're seeing.
That is kind of funny as hell though that they put that in there.
Maxmimun knit picking: ‘Corrispondance’? Makes my soul sad.
correspondence.
Sorry. I’m that guy.
... My Dyslexic ass needs to spell check better, thanks for pointing it out.
If you were talking about the Cult of Ecstacy I woulda thought it was a pun tbf.
Great analysis.
an arch mage and marauders are quite similiar in a way that they both ascend to something more than human and become inhuman however the arch mage is much more controlled. and an arch mage I think has a bigger chance of suffering some sort of insantiy as they get become more ancient leading to becoming a marauder. and as arch mages become more powerful they cant live on earth as they are paradox attracters and live int he umbra. or the horizon realms. and if they get too much paradox they either go kaput or become marauders. A Marauder arch mage is quite scary.
Could you do videos on the dreamspeakers and the sons of ether pls???
I find it funny that Clan Tzimisce is seen as the most reasonable of the vampires hahahah, in reality they are the most psycho of the vampire clans, then again they do have an alliance with the order of hermes vs. the Tremere. and yah props that the Malkavians are not to be dealt with, but the children of Gaia as lunatics hahahaah, that is very amusing.
Hey man. So few Mage channels! Are you coming back???
Hi Valiant. I have been super busy with a new job and life. Buuuuut, yes! I'm working on my next video, and something else extra special. Thank for your interest :)
Great video
How does a technocrat even ascend? I'm pretty sure that they would have the most archmages.
ZEE MEE SEE
David Wilson Ive had so many discussions about how to pronounce the name, i don’t even say it consistently anymore. Maybe appropriate considering the clan...
@@TheHermeticHipster a debate as old as time
:D
I think you missed the point with the archmage sphere rankings, especially the ones you dislike.
They don't seem unimaginative to me, but they definitely keep with the progress of the spheres 1-5.
And how you point out how a power would sound better if it was using a different sphere, I think that is kind of the point. Archmage powers defy sphere definitions, as the archmage starts to perceive things about the sphere in a more holistic and all consuming way of that sphere. The ones who want to focus on only one sphere become exemplars.
The ones who want greater and greater power stay archmages, living centuries, growing in mastery of sphere after sphere, and in the pursuit of that power, expanding the understanding of the spheres beyond what regular masters can conceive.
Being able to perceive universal forces, and chain of forces starting from one, acting, moving into another, ie how forces are neither created nor destroyed but just changed from one to the other on a vast scale. Not just right in front of you, like with Forces 1, but the constantly flow of forces that goes on, and being able to perceive that allows you to be like an Aikido master of Forces. Combining Entropy with Forces only allows you to see that on a personal immediate scale. Forces 6 allows you to see it on a global scale, constantly. Thus the game mechanic of halving required successes to achieve forces effects.