In Part 2 of our Mage Zero Edition deep-dive, Adam and Pooka sift the fun esoterica—early Tradition names (Parmenidians, Initiates of the Invisible World), a clearer Celestial Chorus, Dreamspeakers’ true remit, quirky rituals, big willpower walls, Paradox wrinkles, the dream magic that never was, and share their thoughts on what was best left behind and what is ready to drop into your games. Missed Part 1? Start there, then mosey back for secrets, laughs, and table-ready takeaways.Special thanks to Stewart Wieck for per...
In Part 2 of our Mage Zero Edition deep-dive, Adam and Pooka sift the fun esoterica—early Tradition names (Parmenidians, Initiates of the Invisible World), a clearer Celestial Chorus, Dreamspeakers’ true remit, quirky rituals, big willpower walls, Paradox wrinkles, the dream magic that never was, and share their thoughts on what was best left behind and what is ready to drop into your games. Missed Part 1? Start there, then mosey back for secrets, laughs, and table-ready takeaways.
Special thanks to Stewart Wieck for permission to discuss the Zero Edition.
Show Notes
- Early Tradition names: Initiates of the Invisible World, Parmenidians, Order of the Cosmic Stream
- How Dreamspeakers, Verbena, and the Celestial Chorus first appeared
- Forgotten mechanics: Threads, General Resistance, Auspiced Damage, and “Armageddon Effect”
- Missing Dream Magic supplement and LARP crossover notes
- Discussion of Essence Families vs. Traditions and dynamic vs. static forces
- Reflections on Mage’s earliest themes of enlightenment, technology, and the human spirit
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