Mage is an intimidating game to run, so besides the rules, what to keep in mind when you start? Simon from Walking into Shadow and Terry talk recommendations to get a game a Mage that won't fall apart in one sitting.
Links!
Hellblazer
Fiasco
Band of Blades
Beating the Plot
Hamlet's Hitpoints
--- Send in a voice message: https://podcasters.spotify.com/pod/show/mage-the-podcast/message[Fixed] Mage Actual Play: Justice Ascendant
Tomes of Magick: Tradition Book: Virtual Adepts
The Technocracy, Crowd Magick and Technomagick Crafts
Tomes of Magick: Tradition Book: Verbena
Belief Mechanics and Genesis of Legend Games with Jason Pitre
Tomes of Magick: The Red Sign
Paradigm Deep Dive: Chaos Magic with Yui
Tomes of Magick: Tradition Book: Sons of Ether
Surrealism in Mage and Invisible Sun
Tomes of Magick: Forged by Dragon's Fire
M5 and GMing for Penny Arcade with Patrick McNamara
Tomes of Magick: Tradition Book: Order of Hermes
With Witnesses: Pentex, the NSA, Orpheus Group, and the Arcanum
Tomes of Magick: Infinite Tapestry
Umbra Explored: Distant Space and Strange Afterlives
Tomes of Magick: Dead Magic II: Secrets and Survivors
Setting Questions and Future Fates with Victor Kinzer
Tomes of Magick: Fallen Tower: Las Vegas
Hidden Lore: Marauders and Early Mage with Kathy Ryan
Tomes of Magick: Manifesto: Transmissions from the Rogue Council
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