Paradox Debates and Designers Intent

G

Guest

Guest
Archived from groups: alt.games.whitewolf (More info?)

Obviously one can debate the definition of Vulgar and
Coincidental in Mage. Does anyone know the game creators
actual view on the subject?

Of course I am aware of White Wolfs Rule #0: "Don't let the
rules stop the fun." But I imagine that the game designers did have
a clear understanding of what they wanted. Or if they just wanted
to leave things ambiguous, does anyone know how they play when
they play themselves?
 
Archived from groups: alt.games.whitewolf (More info?)

Charles Talleyrand wrote:

> Obviously one can debate the definition of Vulgar and
> Coincidental in Mage. Does anyone know the game creators
> actual view on the subject?

> Of course I am aware of White Wolfs Rule #0: "Don't let the
> rules stop the fun." But I imagine that the game designers did have
> a clear understanding of what they wanted. Or if they just wanted
> to leave things ambiguous, does anyone know how they play when
> they play themselves?

There Is No Master Plan. There Is No Sekrit Cabal.
--
Stephenls
Geek
"I'm as impure as the driven yellow snow." -Spike
 
Archived from groups: alt.games.whitewolf (More info?)

Charles Talleyrand wrote:
> Obviously one can debate the definition of Vulgar and
> Coincidental in Mage. Does anyone know the game creators
> actual view on the subject?
>
> Of course I am aware of White Wolfs Rule #0: "Don't let the
> rules stop the fun." But I imagine that the game designers did have
> a clear understanding of what they wanted. Or if they just wanted
> to leave things ambiguous, does anyone know how they play when
> they play themselves?
>
>

My impression is that the game designers disagreed with each other as
much as everyone else does, but tended towards the vague but functional
"I know it when I see it".

No evidence at hand to back this up, though.

William
 
Archived from groups: alt.games.whitewolf (More info?)

Charles Talleyrand wrote:
>
> Obviously one can debate the definition of Vulgar and
> Coincidental in Mage. Does anyone know the game creators
> actual view on the subject?
>
> Of course I am aware of White Wolfs Rule #0: "Don't let the
> rules stop the fun." But I imagine that the game designers did have
> a clear understanding of what they wanted. Or if they just wanted
> to leave things ambiguous, does anyone know how they play when
> they play themselves?

Which edition? Which developer?

--
Elizabeth D. Brooks | kali.magdalene@comcast.net | US2002021724
Listowner: Aberrants_Worldwide, Fading_Suns_Games, TrinityRPG
AeonAdventure | "Dobby likes us!" -- Smeagol
-- http://www.theonering.net/scrapbook/view/6856
 
Archived from groups: alt.games.whitewolf (More info?)

"Charles Talleyrand" <rappleto@nmu.edu> wrote in message news:<10k4tr8a7ej35a9@corp.supernews.com>...
> Obviously one can debate the definition of Vulgar and
> Coincidental in Mage. Does anyone know the game creators
> actual view on the subject?
>
> Of course I am aware of White Wolfs Rule #0: "Don't let the
> rules stop the fun." But I imagine that the game designers did have
> a clear understanding of what they wanted. Or if they just wanted
> to leave things ambiguous, does anyone know how they play when
> they play themselves?

Several years ago, Jess Heinig remarked in a couple of discussions
that, in his view, coincidental magic was an event that *could* have
happened without magical intervention.

My personal addendum to that is follows: "Could" does not mean "could"
in the sense of according to a microcosmic analysis of the casual
factors around a particular event. It means "could" in relationship to
the detail in an RPG session.

Under that interpretation, teleporting a gun into your pocket is,
indeed, vulgar without witnesses, barring some sort of opportunity for
the gun to appear that the player and GM can decide would be a
reasonable part of the narrative.

*However*, you must understand something of Jess' design philosophy,
as far as I've understood it, when it pertains to Mage.

While there are points of uncertainty in the text that came about as
the result of the less than ideal scheduling and organizational
factors involved in the book (see Elizabeth's cut text about the
Technocracy), there are other points of *intentional* ambiguity,
because Jess believed that the GM should take a relatively strong hand
in interpreting various factors. Resonance is an example of this.

What this means, is that you should not necessarily consider Jess'
answer aswer in light of the fact that he probably preferred it if you
answered it yourself.

Bill prefers a somewhat tighter default state for systems. I haven't
talked to him about coincidental versus vulgar magic. *However*, if
you look at the MSTH, page 11, you'll see that the FAQ repeats Jess'
previous statements (and an example similar to the gun in coat -- the
"discreet bathroom door teleport" -- is mentioned). It was also
written by Jess and signed off on by Bill. Thus, from the perspective
of developer intent, you have an answer, but the developers probably
*didn't* intend for you to cleave to it with any particularly huge
commitment.

M.
 
Archived from groups: alt.games.whitewolf (More info?)

Definitely there were too many Mage's Dev, with too many ideas and too much
commotion about Paradox rules. No clear statement about Paradox mechanics.
So it's 101% up to you to (or to us STs). I actually use a mix of "poetic
justice" and "Dante's Inferno punishment" style (I hardly appy those lousy
not complete rules). Sometimes I "almost" forgot the paradox culprit,
sometime I strike him down heavy and nasty. The rules are vage and sparse
among different editions and books (an I mean damn many books), so they
won't help you alot. My two cents: try to see the scene (prolly what you
always do when running mage adventures!) like in a good book or a truly
gifted movie. It's a zen-like paradox managing way. Hit the target before
shooting the arrow, cross fingers, and your players will love you or hate
you. (IMHO of course).
GL
 
Archived from groups: alt.games.whitewolf (More info?)

Stephenls wrote:
> Charles Talleyrand wrote:
>> Obviously one can debate the definition of Vulgar and
>> Coincidental in Mage. Does anyone know the game creators
>> actual view on the subject?
>
>> Of course I am aware of White Wolfs Rule #0: "Don't let the
>> rules stop the fun." But I imagine that the game designers did have
>> a clear understanding of what they wanted. Or if they just wanted
>> to leave things ambiguous, does anyone know how they play when
>> they play themselves?
>
> There Is No Master Plan. There Is No Sekrit Cabal.

Unless you want there to be, anyway, man! I got all kinds of Master
Plans and Sekrit Cabals; what kind of Master Plan you looking for??!
 
Archived from groups: alt.games.whitewolf (More info?)

"William" <wilit0613@postoffice.uri.edu> wrote in message
news:2qfc85Fujsq2U1@uni-berlin.de...
> Charles Talleyrand wrote:
> > Obviously one can debate the definition of Vulgar and
> > Coincidental in Mage. Does anyone know the game creators
> > actual view on the subject?
> >
> > Of course I am aware of White Wolfs Rule #0: "Don't let the
> > rules stop the fun." But I imagine that the game designers did have
> > a clear understanding of what they wanted. Or if they just wanted
> > to leave things ambiguous, does anyone know how they play when
> > they play themselves?
> >
> >
>
> My impression is that the game designers disagreed with each other as
> much as everyone else does, but tended towards the vague but functional
> "I know it when I see it".
>
> No evidence at hand to back this up, though.

This better *not* be right. Game designers are supposed to make
decisions, and to be able to express themselves into clear rules.
That's one of the biggest differences between game designers and
fiction writers.

I really do think that White Wolf has screwed up. They should be
aware of the debate out here in the real world. They should in
some official way (Mage Revised, Mage:The Next One, a web page
FAQ) make public an explicit decision.

Finally, if they wanted the rule to be ambiguous, they should
explicitly say so.

Basically, when lots of smart, informed people argue over what a rule
means, the rule writer has screwed up.

Wizards of the Coast would never allow this. 🙂

-Charles Talleyrand
Who hopes everyone sees a joke in the line with the smiley face.
 
Archived from groups: alt.games.whitewolf (More info?)

"Charles Talleyrand" <rappleto@nmu.edu> wrote in message news:<10k7hmf4hu5vr41@corp.supernews.com>...
> "William" <wilit0613@postoffice.uri.edu> wrote in message
> news:2qfc85Fujsq2U1@uni-berlin.de...
> > Charles Talleyrand wrote:
> > > Obviously one can debate the definition of Vulgar and
> > > Coincidental in Mage. Does anyone know the game creators
> > > actual view on the subject?
> > >
> > > Of course I am aware of White Wolfs Rule #0: "Don't let the
> > > rules stop the fun." But I imagine that the game designers did have
> > > a clear understanding of what they wanted. Or if they just wanted
> > > to leave things ambiguous, does anyone know how they play when
> > > they play themselves?
> > >
> > >
> >
> > My impression is that the game designers disagreed with each other as
> > much as everyone else does, but tended towards the vague but functional
> > "I know it when I see it".
> >
> > No evidence at hand to back this up, though.
>
> This better *not* be right. Game designers are supposed to make
> decisions, and to be able to express themselves into clear rules.
> That's one of the biggest differences between game designers and
> fiction writers.
>
> I really do think that White Wolf has screwed up. They should be
> aware of the debate out here in the real world. They should in
> some official way (Mage Revised, Mage:The Next One, a web page
> FAQ) make public an explicit decision.

Uh, there is a FAQ for the game now. You might find it archived on WW
Lonline in the old site, but it's also in the Mage Storyteller's
Handbook. Paradox info is on page 11.

M.