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As one who has an extensive background as a closet occultist acting GM, I feel that, although the Mage-line is some the best material White Wolf has ever published (being cheap mass-marketing opportunists), I personally always enjoyed the darker aspects of roleplaying magic. With Unknown Armies being a personal favourite at the moment, largely because of its chao-magick and urban shamanism influences (with a great deal of ritual thrown in), I still feel connected to my early ventures in Kult, and its very dark gnostic/kabbalistic symbolism with (even more) dark ritual magic.
As far as mind-bending is concerned, I think early indoctrination of Mage gives a fertile ground to plant seeds of magic, although real understanding of "illusory reality" comes through extensive Kult-gaming (in which, "reality is a lie"). The more gritty, spontaneous/ritualistic Hellblazer-style magic blend (giving a bit of a reality check for mages) comes through Unknown Armies.
Other games of interest:
Ars Magica, set in a mythic middle-ages europe, with the most creative rpg-magic system ever (a pain to learn and get flowing, though), with clear cut references to Alchemy and Hermetic magic. (Published by Atlas Games)
Over the Edge, not really a game of magic, rather a surreal nightmare. Good for perceptive exercises. (Also by Atlas Games)
Changeling, maby at a glance To Fluffy for You, but hides gems of reality/perceptive training in key with Promethea (published by White Wolf)
So, RPG, (huh), - what is it good for? In my opinion, as I've hinted above, quite a lot for the beginning magician/occultist.
The main reasons for roleplaying yourself into a magic lifestyle, is the training of imagination and perception. Basic symbolism and myth is provided for free in most of them (play all, and you'll have an introduction to most occult philosophy), and a basic understanding of magic technique can be learned from Mage, Kult, Unknown Armies and Ars Magica. Roleplaying, although geeky, is also a lot more socially acceptable (and easier to explain) than magic and occult studies - which is especially good for (young) people, who don't want to "go public" with an intrest in the occult, and still be able to explain what they're doing with a bunch of friends and a bunch of books on Saturday night (suspiciousness from "adults" arise quickly when books take the place of booze among friends..).
So; a good cover for study, basic introduction to philosophy and practise and training of the mind are all good reasons to play. Also, it gives a good social training to those who would normally fall into early magic pitfalls of solitary practice, and a bit of buffer to seriousness (no roleplaying group could play without just a bit of discordian immaturity...).
- §eraphim, post-modern knight of not-so-popular culture. Don't get me started on film. |
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