
I am checking for interest in the waters for a Mage: the Ascension game using the 20th edition rules and set in a modern day era. I am wanting to run a game set in a mirrored Quebec City of the WoD. The capital of Quebec and just a hop, skip, and jump away from the cleansed nest of Montreal. I would be allowing most of the Traditions (except for the Order of Hermes) and a handful of the Crafts/Disparates (the Bat'a, Children of Knowledge, Hollow Ones, Ngoma, Sisters of Hippolyta, Taftani, and Wu Lung) and setting it in a Chantry that is connected to the tellurian by a hospital. I'd be basing a lot of the world on old Vertigo comics of the 1980s and the British Invasion run of comics: The Invisibles, the Filth, Morrison & Pollack's Doom Patrol, Hellblazer, Sandman, Fables, Books of Magic, and the like. I really want to work with characters who are imperfect finding a place in a world where they have some greater ability to shape and form their fates. It'd be starting as street mages (Arete 2 - 3) and hopefully ending the entire story with at least one character at Arete 6 or 7. I'd be using some minor houserules, such as Arete being raised for free and played out via Seeking because it is otherwise an XP sink in an already XP heavy game. I have a few hooks planned out regardless of characters offered up/accepted to play and want to find people with good buy in who can also open up what can be experienced or how problems can be solved. Mage is a game of unending possibilities after all! I've been inspired to pick this back up thanks to the Norfolk Wizard podcast and believe I have two interested players already. Just curious if others would be. Any and all games I run will always be Queer friendly, BIPoC friendly, femme friendly, and neurodivergent/disability friendly along with bigot/fascist unwelcoming. I am only looking for players over 18, preferably around 21+, for this run of Mage - and fans of Vertigo comics wouldn't be amiss.