Tuesday, April 13, 2021

Altering Reality Zones and the ascension war

 I have been feeling inspired by the mage 20 take on reality zones and how they can be altered, especially since reading the upcoming Victorian mage book. Partly because it gives an insight into how the ascension war is fought,  and partly because it helps define what exactly mages actually DO. It strikes me that,  given a bit of structure,  struggles to define reality zones can spin out entire chronicles worth of adventures. 

My instinct is to structure it around a mixture of altered challenge and contest from FATE.

Firstly, it is important to note that I am looking at this entirely from a player facing gamist perspective.  This is not intended as a simulationist model of waging the ascension war - it is a way to structure games and spin out world altering plots. 


It strikes me that there are 3 situations that can crop up in game;


1) (incursion) The players want to alter a reality zone to be more amenable to their paradigms.

2) (defence) the players want to stop someone from altering a reality zone

3) (ascension war) the players are simultaneously trying to stop an opponent from altering a reality zone while enforcing their own changes.


Let's look at these in turn;

Incursion

The most likely situation (especially at the start of a campaign) is that the mages want to create a reality zone that is a bit friendlier to their cause. 

First they need to decide on the changes they are going to attempt.  Each change will require a certain number of VICTORIES. the number needed can vary depending on your campaign, but I am going to start with an assumption of 3 victories being needed. YMMV.

Changes could include;

Making a vulgar effect using specific practices coincidental 

Making a certain category of practices effective cover for certain effects (removing witnesses) etc.


Second,  the characters need to plan out the CAMPAIGNs they will attempt in order to build VICTORYs towards the change.  A campaign intended to affect vulgar magic must include the use of vulgar magic. 

Each CAMPAIGN is broken down into a number of STEPs. In order to successfully complete an action, the characters need to be successful on a number of STEPs.  Each STEP should build towards a climactic final STEP which completes the CAMPAIGN. 

The campaign should involve a significant number of people from the area intended as a new reality zone,  and each campaign should target a different (although possibly overlapping) section of the population. 

Each step should also involve the use of magic, (with witnesses, as the whole idea is convincing them to beleive in magic).

For example;

An ecstatic dancer might work rituals in night clubs across the zone, gradually building acceptance among clubbers and working more and more obvious effects into the revelry.

They might start by building sensory effects and building a following,  move on to shaping the crowds emotional resonance,  and build into a climactic event where time actually stops and the moment is drawn out. 

A hermetic wizard might build a secret society whose rituals build steadily more obvious effects. 

Each step should be taken as an opportunity for the GM to throw in a complication.  Resolving the complication could be a scene,  or an entire adventure according to the needs of the Chronicle. This complication could be the result of deliberate opposition,  or simply events conspiring against the characters.  Successfully resolving the complication results in a successful STEP. Failing to resolve the complication results in a failed STEP.


Depending on the needs of the Chronicle there are two ways to complete a campaign;

Firstly,  a campaign could consist of EXACT 3 STEPS.  If two STEPS are successful,  the campaign grants a single VICTORY towards changing the reality zone. If 3 STEPS are successful,  the campaign grants 2 VICTORIES towards changing the reality zone. If a single STEP is successful,  then no VICTORIES are granted,  but the next campaign run towards the same change gains a single automatic success. 

Secondly,  if a more involved process is required,  the campaign could be counted as successful (and grant a victory) if 3 success are gained before 3 failures. As soon as 3 failures are garnered, the campaign fails and the character must try a different approach. 

Either of those approaches could be used for determining how many successful campaigns are needed to enact a change if desired. 


Defence


Once the characters have crafted a reality zone to their liking, they will need to keep it that way. 

This is where defence actions come in.  This follows a similar process to an incursion however this time the GM creates the campaigns on behalf of the NPCs, and it is up to the players to discover what they are doing and intervene. 

Because the aim is to generate adventures,  it is probably best to assume the NPCs will be successful without player interference, although dealing with the fallout from a failed STEP could be what tips the players off that someone is up to shenanigans.


Ascension War

It is likely that sooner or later both the players and their rivals will be trying to bend the consensus to their will.  When this happens,  all factions involved design their campaigns and set to work. 

The first faction to gain 3 VICTORIES enacts their change on the reality zone,  and the efforts of the other factions count for nothing. (Perhaps they could be granted some limited effect if they gained 1 or 2 VICTORIES).

This will spin out material for adventures all over the place as the characters scramble to deal with complications to their own plans,  create complications to their rivals plans,  and even deal with (or initiate) more direct attempts at sabotage or assassination.

This  can all either be the focus of a chronicle or stretch out in the background,  padding out and adding depth to stories about whatever other problems the mages are beginning dragged in to.