Monday, March 31, 2014

Part 2 of the interview with Satyros Phil Brucato, on Old World of Darkness compared to the New World of Darkness...

...also, he talks about the media influences of Mage, then and now, and some advice for budding game creators...as well a little about his beginnings with this vast, mind broiling world...






PART II: A SEATTLE SATYR IN THE WORLD OF DARKNESS COURT


 


 


VoS: What’s your involvement with White Wolf, Onyx Path, and the World of Darkness?


 


That short question has a very long and complicated answer. I’ll just give you the relatively simple version of events – it’ll still keep us busy for a while.


 


I’d been a professional writer for around two years when my college friend, roommate, and gaming buddy Bill Bridges went to work for White Wolf in 1992. At the time, as he left our home city of Richmond to take on the Werewolf: The Apocalypse Line Developer position, I asked him to keep me in mind when he began hiring writers for the line. He did, and my first projects were the Valkenburg Foundation sourcebook and the original Book of the Wyrm, both of which I began working on during the fall of ’92.


 


Between those first assignments and the summer of 1993, I became a regular author for the Werewolf line. I created the Bastet for the original Werewolf Players Guide, wrote two stories for Drums Around the Fire, did the Black Fury Caern for Book of Caerns, and accepted contracts for the Black Furies Tribebook and the planned sourcebook for the Technocracy, back while the original Mage rulebook was still being written.


 


At the time, my life was a mess. I’m not going into the details here, but I needed a major change. That summer, I got it. Returning, in May, from a soul-seeking trip with an old friend in San Francisco, I told Bill that I wanted the Mage Line Developer job. He tried to change my mind – Mage, at the time, was in a state of creative chaos – but I insisted. And so, as soon as the edited manuscript was completed, White Wolf sent me a copy of it, with instructions to give them my impressions – what I liked, what I didn’t like, what I planned to do with it if I got the Line Developer job. Having spent 10 years as an actor, I knew I was being auditioned for that job. And so, I took two days off from my work at “Virginia’s Largest Shoe Store” (a job that, incidentally, I loathed with every fiber of my being), read the text, wrote around 26 pages worth of material – which included a bunch of sourcebook proposals and an outline for Technocracy: Progenitors – sent it all in, and waited…


 


…and waited…


 


…and waited.


 


I got a call to come down and interview for the job at DragonCon 93. That was the first time I saw the original Stone Mountain offices, and the first time I met anyone from the company other than Bill and Andrew Greenberg, who I’d also known from college. I hit it off with pretty much everyone, had a blast, and left feeling like I’d scored the job.


 


So I waited…


 


…and waited…


 


…and waited.


 


By mid-August, I was certain that I had not gotten the job. GenCon 93 was coming up. Mage would be released at that convention, and three days from the con I was working at the shoe store, miserable, convinced that someone else had been hired instead. I would be trapped at that shitty job forever, stuck in a life I had hated so much that I was literally suicidal at the time.


And then I was paged: “Phil, call on Line 4. Phil, call for you on Line 4.”


 


It was Stewart Wieck, offering me the job. I was literally bouncing up and down, trying not to let my voice show just how existed I was. Within minutes, I was getting hugs from my soon-to-be-former co-workers, calling my dad to borrow money for the plane-flight, and making arrangements to leave the next day for Atlanta, from which we’d be leaving to go to GenCon. 


 


That was a crazy time. My then-wife, Cathi, and I had already agreed to divorce; our roommate Jane Palmer would be taking over my part of the rent. Less than 24 hours after the phone-call, I was standing in Ken Cliffe’s office as he handed me the first copy of Mage: The Ascension – the advance proof of the finished book – and told me “It’s all yours. We don’t have the slightest idea what to do with it.” I rode up to GenCon with Kathy Ryan, and we talked, bonded, argued, brainstormed about Mage, and sang along with her tape collection all the way to Wisconsin.


 


The story of the next five years is far too long, complicated, and frankly off-the-record to discuss here. Put simply, it was joyously insane in every way you can imagine. That was one of the best times of my life, but also so intense that I felt burnt out by 1998. We worked hard, played hard, and were pretty hard on ourselves and on one other. In addition to roughly 10 books a year for Mage itself, plus a few more for Mage: The Sorcerers Crusade, I was freelancing on every other White Wolf line except for Trinity. (I’m not into SF, so that series did not appeal to me.) For a variety of reasons, I had begun working at home, coming into the office once or twice a week for meetings. My standards had risen so high by that time that I was writing almost everything myself, and rewriting pretty much everyone else I hired for Mage those last two years. As far as I’m concerned, those books – The Orphans Survival Guide, The Technomancer’s Toybox, Sorcerers Crusade, Bygone Bestiary, The Book of Mirrors, and many others – were among the best Mage books ever released. By mid-‘98, however, I was physically and emotionally exhausted from working on stuff that belonged to someone else.


 


In all honesty, I’d become hard to work with, and didn’t trust anyone else to handle Mage correctly. My career outside of White Wolf had stalled, and I wanted out even though I was terrified to leave. A layoff that September made things clear for everyone involved, and by mutual agreement I left the company’s full-time staff, staying on as a freelancer while helping Jesse Heinig finish up the Mage books I had in progress at that time. Mike Tinney opened the ArtHaus imprint, and I continued to lead the Sorcerers Crusade line as a freelance Line Developer and author. Jesse and I worked well together, and things looked good until mid-1999, when I got fed up with the World of Darkness and distanced myself from White Wolf in order to restart my career with projects of my own.


 


During a long period of creative recovery, I wrote music articles for Atlanta’s Creative Loafing magazine, tried hashing out a fantasy trilogy called The Chronicles of Coldhaven (it was terrible, and I abandoned it), and eventually formed Laughing Pan Productions in 2001. By that time, I had taken my nickname “Satyr” as my full-time name so I could have an identity beyond “that guy who used to do Mage.” Teaming up with my now-former business partners Matt Wood and Kevin DiVico, we merged LPP with Smoke, Mirror & Muse Productions, releasing the board game Goth or Gauche?, the card games Plunder and Horrific: Terror in the Cards, and the RPG Deliria: Faerie Tales for a New Millennium. That last project helped me find my creative stride again, and I also began writing for newWitch magazine in 2003, the year that Deliria appeared. That’s a whole saga in and of itself, and it took me on the road between 2003 and 2005 in what seemed like an endless crawl of conventions and festivals.


 


It was, as I recall it, a White Wolf party at GenCon or Origins, 2005, when a beer suddenly slid up to me as I was sitting at the bar. Rich Thomas was behind that beer, and we started talking. Both of us had done a lot of growing up since our wilder days at the Wolf, and we agreed that we wanted to work together again. By that time, I had also co-written the Revised Order of Hermes Tradition Book for Bill Bridges, and so my I considered the old wounds to be ancient history. Justin Achilli had gotten me some free copies of various New World of Darkness books, and I rather liked what I saw. In 2006, I developed and co-wrote World of Darkness: Changing Breeds, and considered coming back to White Wolf after all. I’d quit LPP by that time, and Deliria was in limbo. My career as a journalist and short-story author had picked back up but wasn’t paying many bills, and so the idea of doing World of Darkness stuff for a paycheck seemed like a really good idea.


 


When CCP purchased White Wolf in 2006, I essentially shrugged and went back to my own career. At one point, a TV producer offered to hire me to rip off Vampire: The Masquerade as a reality TV show. I declined. Forming a new company with my partner Sandra Damiana Buskirk, I took a Deliria sourcebook, Goblin Markets: The Glitter Trade out of limbo and released it along with a bunch of other projects like Ravens in the Library, the webcomic Arpeggio, and the forthcoming RPG Powerchords – Music, Magic & Urban Fantasy. That, too, is a very long story. Over those last few years, however, I began learning about the long-term effects of our work on Mage. When I created my Facebook profile around 2009, people all over the world wanted to be my virtual Friend.  As I soon discovered, a bunch of folks had grown up on Mage, and had taken its themes into their real lives, which is yet another story. By the time Werewolf 20th Anniversary Edition rolled around in 2011, however, I knew that I had to be part of that project. Considering that I’d gotten my big professional break with the original Werewolf in ’92, how could I refuse?


 


We had already begun talking about a Mage 20th Anniversary Edition when CCP essentially dissolved the remnants of White Wolf at the end of 2011. Within a few months, Rich Thomas formed Onyx Path Productions, and the rest is obvious. He and I began laying groundwork for Mage 20 in late 2012, and I signed contracts and began working right at the cusp between 2012 and 2013. I formed a creative brain-trust and oversight committee, recruited some of my favorite collaborators from the old days, and got to work. That project wound up being a LOT bigger and complicated than we had expected it to be, but Rich has given me what I had back in the old days: near-total creative freedom. Now, after a year of hard work, we’ve got a finished draft, with revisions in progress and a wildly successful Kickstarter campaign. From the look of things right now, I’ll be heading Mage: The Ascension for quite a while more.  


 


VoS: The Classic WoD “concluded” in 2003, and a new WoD appeared in its place. Now, there are those who might say that the continuation of the Classic WoD is a cash-grab. But longtime fans would say that the “conversation” involved with the CWoD had not ended, and that the new efforts in that world are picking up that conversation where it left off. Would you say that the “conversation” has plenty of life left in it yet, and that both the old and new World of Darkness can exist at the same time, with equally valid artistic integrity?


 


Anyone who thinks we’re just soaking our old fans for cash can kiss my furry satyr ass. It’s really easy to look at what we do, from a distance, and then think that we’re just in it for the money. That view, however, is poorly informed at best and jealously malicious at worst. We all work hard at what we do, and the money ain’t that great. There are much easier ways to make a buck. Those of us who do this, do it because we love what we’re doing and cherish the people we do it for.


 


(For an in-depth look at the process involved in crafting an RPG, check out the links referred to below.)


 


As I said earlier, the World of Darkness is satirical fantasy aimed at opening eyes and minds. That’s not tied to any specific decade; if anything, we need such satire now more than ever before. Real life has become so damned bizarre that the oWoD seems polite in comparison. Twenty years ago, Pentex was satirical; now it’s a fucking business plan. And so, from an artistic standpoint, we need to reflect the world we have today, through the lens that appeared in the 1990s but which is, in reality, timeless.


 


In a way, the original World of Darkness was very much a ‘90s phenomenon. By the turn of the millennium, it really had started to look and feel dated. Although the issues we were addressing back then really are still important today, the whole angsty-teen apocalyptic vibe got tired. I was sick of it when I left White Wolf; Deliria, in many respects, was a counter-argument to that Gothic-Punk gloom. But yet, as you said, there really were a lot of “conversations” going on underneath the Sisters of Mercy façade. A big part of our creative mission has involved catching that Classic WoD vibe while updating its style for the second decade of the new millennium.


 


One of the many strokes of genius that Mark and Stewart brought to the World of Darkness involved timeless archetypes: the predatory Vampire, the raging primal Were-Beast, the arcane Magus, the yearning Ghost, the enigmatic Faerie, and so forth. Those archetypes speak to essential human realities; their fashions change, but their appeal remains intact. Hell, if anything, those archetypes have become more popular since the ‘90s – look at Harry Potter, Twilight, and their many imitators. Mainstream media is doing now what we did 20 years ago, and our influence on things like True Blood, Blade and Underworld is obvious. Through those archetypes, we continue to address what’s going on once the story ends. Old World of Darkness and New World of Darkness are essentially holding the same “conversations,” even when the “voices” they use have superficial differences.


 


Speaking personally, I like the nWoD. It’s much less cartoonish, more ominous, far more intimate than the sprawling and occasionally goofy excesses of the ‘90s WoD. And yet it lacks the mythic feel and cosmic resonance of the original WoD. It’s less subversive, more dedicated to personal terror than to socio-political commentary. In certain instances, I feel that’s more effective – I prefer Changeling: The Lost over Changeling: The Dreaming. The presentation of the newer books is more polished and professional too, and though I feel it lacks the anarchistic weirdness of the earlier material, it lacks the sloppiness too. For better and worse, the nWoD is crafted by skilled professionals, while the oWoD was banged out by hyercreative kids with passion to burn and Big Things to say while we burned it.


 


Can those two lines coexist? Of course they can. The trick for the oWoD people – myself included – involves keeping the passion of the earlier work while reflecting the current era at a higher level of quality than what we often achieved before. The nWoD folks, meanwhile, need to keep that slick intimacy alive while bringing more passion and imagination to their games. From what I’ve seen so far, it looks like everyone’s hitting those goals.


 


VoS: Do you have any advice for new game designers?


 


Actually, yes. I have a series of articles on that subject, originally published in newWitch magazine several years ago, and now reposted on my blog. You can find them at:








 


 


 


PART III: MAGE’S MEDIA INFLUENCES


 


 


VoS: What are some of your favorite movies, TV shows, comedians, and musical artists? And how might they have influenced your work on Mage?


 


For starters, I prefer artists and shows with something important to say. “Mindless entertainment” doesn’t really do much for me. A sense of passion is also vital. Especially given the vast landscape of art and entertainment we can access these days, I have no time or patience for stamped-out commercial product. I’m not saying that I don’t enjoy big-budget spectacles or slick productions – I rather like Lady Gaga, and The Avengers is one of my all-time favorite films. To get my attention, though, there’s gotta be more going on than a big CGI budget and a by-the-numbers script… and, speaking as a creative professional, crap that goes no further than slick spectacle really pisses me off. I work fucking hard at what I do, and I’m annoyed by folks who get Hollywood paychecks for scripts that wouldn’t pass a Screenwriting 101 class.


 


My favorite artists and media include that sublime quality we talked about earlier. And so, my favorite films include movies like Casablanca, Ink, The Fountain and Spirited Away. (As the credits rolled when I first saw The Fountain, I turned to my friend Ben Dobyns and said something like “Thank all the gods that SOMEONE in Hollywood still has an imagination and the balls to use it.”) I’ve always been fond of silent movies (I grew up on old-school horror flicks) and so-called “foreign films.” In college, I minored in Cinematography, and I used to teach History of Animation and Language of Film at the Art Institute of Seattle. As a result, I’ve got a pretty decent grounding in cinematic storytelling techniques and the evolving history of film. I appreciate audacity too, and so my favorite directors – Terry Gilliam, Akira Kurosawa, Joss Whedon, Katherine Biglow, Spike Lee, Darren Aronofsky, Werner Hertzog, Quentin Tarantino, Peter Greenaway, Julie Taymor, Luc Besson, Craig Brewer, Guillermo del Toro, Ken Russell, Spike Jonez, David Cronenberg, Zhang Yimou, Edgar Wright, Kevin Smith, the Hughes Brothers, the Wachowskis, and so on – combine an awareness of technique and cinematic language with the willingness to kick an audience in the balls occasionally. Even certain “event” filmmakers – notably Stephen Spielberg, James Cameron, Ridley Scott and Francis Ford Coppola – continue to command my loyalty even when they make shitty films because there’s something more than mere spectacle going on in their work. I endeavor to bring those same qualities to my own.


 


And yet, I also cherish the anarchistic quality of avant-garde weirdness and fucked-up horror flicks: Liquid Sky, Repo Man, The Machine Girl, The Re-Animator, Koyaanisqatsi, Dead Man, Blue Velvet, Punch, Hardware, Titus, Meshes in the Afternoon, City of Lost Children, Gothic, π… no list of my favorite films would be complete without those titles. Movies where offbeat artistry collides with those other elements – as in Pan’s Labyrinth, Night Watch, or the horrific French film Martyrs – make me very happy indeed.


 


A list of “essential Mage movies” would have to include the following films: Ink, The Fountain, Roshomon, Strange Days, Hero, Inception, The Matrix, The Crow, The Prestige, The Man With the Iron Fists, Ghost Dog: The Way of the Samurai, Run Lola Run, Repo Man, (the original) Robocop, V for Vendetta, The Fifth Estate, Ghost in the Shell, Donnie Darko, The Doors, American Beauty, Minority Report, Night Watch, Brazil, The Sorcerer’s Apprentice, Being John Malkovich, Cosmopolis, Cloud Atlas, The Truman Show, Prospero’s Books, Spirited Away, The Baader Meinhoff Complex, Crouching Tiger, Hidden Dragon, Julie Taymor’s The Tempest, the first two Terminator films, the (fairly terrible but very Sorcerers Crusade) 2011 version of The Three Musketeers, and the documentaries Rize, Koyaanisqatsi, The Corporation, What the [Bleep] do We (K)now?, and Manufacturing Consent: Noam Chomsky and the Media. Most of these films are not “mage movies”; hell, many of them have no “magic” to speak of. The themes, ideas and images within these films, however, are very Mage… and the fact that most of them came out after I had finished my run on the series shows just how much the concepts within Mage have become part of popular culture since that game first appeared.


 


Speaking of “shows,” I’m not much of a TV fan myself. My partner Sandi and I don’t even have TV reception or cable – if there’s a show we want to watch, we get it on DVD and watch it without commercials. I loathe the “perpetual crisis” mode that TV stations use, and avoid it whenever possible. Still, I do enjoy the following shows, several of which exerted some level of influence on Mage: Spaced, Game of Thrones, Veronica Mars, Rome, Deadwood, Carnivale, Avatar: The Last Airbender, The Daily Show, Key and Peele, Behind the Music, The Deadliest Warrior, Xena and Buffy of course, the 1990s La Femme Nikita, and perhaps my favorite TV show ever, the late, lamented Firefly. (Damn you, Fox – damn you forever!)


 


As someone who came of age during the heydays of Richard Pryor, George Carlin, Mad magazine and Monty Python’s Flying Circus, I appreciate satire with an angry edge and a sense of socio-political absurdity. That sensibility may be most obvious in my treatment of the Technocracy in general and the Syndicate in particular, although – the Syndicate aside –


Mage’s overt satire comes more through Brian Campbell, Bill Bridges and Kathleen Ryan than through me. These days, I favor satirists who take a straight-faced approach – Sarah Silverman, Sacha Barton Cohen, The Onion, Stephen Colbert, and Key and Peele – to the ridiculousness around them. Even so, the righteous fury of Chris Rock and Henry Rollins always has a welcome place in my heart. I’m sorry that Bill Hicks didn’t live long enough to give us his observations on the current era; if he had done so, though, poor Bill probably would have spontaneously combusted from apoplectic rage.  


 


I could write whole books on the place that music has in my creative process. That subject, in fact, has inspired my forthcoming series Powerchords – Music, Magick & Urban Fantasy, my short-story collection Tritone, and an ongoing collection of essays and articles that I often report on my blog at http://satyrosphilbrucato.wordpress.com. As a kid, I grew up on Motown, classic soul, and ‘60s folk and psychedelic rock; came of age with old-school heavy metal and hardcore punk; and acquired my interest in lyrical mysticism from King Crimson, Jethro Tull, the Doors, and Rush – all of whom left their mark on Mage. I used to DJ at my high-school and college radio stations, facilitated at various freeform ecstatic dance groups, and played bass guitar in about a half-dozen bands over the years. I always write with music playing, and that music, in turn, influences what I create.


 


A “short” list of artists who’ve influenced Mage would still be ridiculously long. The most obviously influential bands from the “classic Mage” era include Rush, the Doors, White Zombie, Patti Smith, Oingo Boingo, Kate Bush, Killing Joke, Ministry, Concrete Blonde, Faith and the Muse, The Changelings, Dead Can Dance, Ozzy-era Black Sabbath, Henryk Gorecki, and the spectrum of darkwave artists whose music was an intrinsic part of the ‘90s White Wolf experience.


 


In the years since then, my tastes have migrated more toward world-fusion techno (MIDIval PundiZ, Suns of Arqa, Shpongle, Hilight Tribe, Cosmosis, etc.); postmodern classical (Phillip Glass, Jocelyn Pook, Tan Dun, Kronos Quartet, George Crumb, and the like); dark/ black ambient soundscapes (Caul, Lusmord, Dark Sanctuary, Coph Nia, Alio Die, Rajna, Desiderii Marginis, Endura, Atrium Carcerai, pre-Semantic Spaces Delerium, and similar artists); “ghost-country” (Neko Case, Earth, Brandi Carlile, Grinderman, the Voodoo Organist, late-period Johnny Cash, that sort of thing); neo-shamanic polyculture fusion (Kan’Nal, Soriah, Niyaz, Delhi 2 Dublin, Shiva in Exile, Afro-Celt Sound System, Master Musicians of Bukake, etc.); neopagan, faerie-punk and neo-medievalism (Wendy Rule, Tori Amos, Faun, Omnia, Corvus Corax, Hu Dost, the WiccaMen, and so forth); and the symphonic metal subgenre I call “Viking Chick Kaboom” (Nightwish, Epica, Leaves’ Eyes, Where Angels Fall, the SLoT, and similar bands).


 


These days, certain “old-school Mage” artists – most notably Killing Joke, Patti Smith and Concrete Blonde – remain at least as influential as they once were, if not more so. And a crop of newer artists – especially Miyavi, Macklemore and Lewis, Lady Gaga, Canibus, Bats for Lashes, Lorde, Susheela Raman, SJ Tucker, Anathema, Archive, Sleepin Pillow and Florence + the Machine – have seen constant rotation during my work on Mage 20, and will probably continue to influence the line over the coming years.


 


Wrapping up this interview (finally!), I’d like to urge everyone who reads my words – in any venue, and preferably all of them – to keep looking for miracles and new experiences. Watch for those “miracles just out of sight,” and never forget that you have the power to change your world, often in ways you might not expect until. In her song “Mandolin Holy Man,” SJ Tucker tells us “Sometimes you do good that you never see.” I’ve been fortunate enough to see a bit of what my work has done for the world at large. May all of you – Mage fans and otherwise – dare to change your world, and have the good fortune to someday see what your influence has done.


 


Cheers!

VoS: And there you have it.  Thank you again, Mr. Brucato, for your time and answers and I will be on board as the journey goes forth.  For those interested in the project, you have time left to get in on the Kickstarter...

https://www.kickstarter.com/projects/200664283/deluxe-mage-the-ascension-20th-anniversary-edition?ref=live

In case you missed it, Part one of the interview with Satyros Phill Brucato is here.

There's also an interview with Rich Thomas, the guardian guru of Onyx Path here, about the continuing World of Darkness and being a game company in the 21st century here.
 

Tuesday, March 25, 2014

Mage The Ascension 20th Anniversary edition, Talking with Satyros Phil Brucato Pt 1...


And now, it is time to speak with Phil Brucato.  Describing himself as an individual open to the kinds of ideas Mage deals with, he has been the showrunner for the Ascension since the 2nd edition and is the mastermind behind the 20th Anniversary edition.  Here’s a bit from his Wikipedia entry…

 

 

“Satyros Phil Brucato is an American writer, journalist, editor and game designer. Based in Seattle, WA, he is best known for his work with White Wolf, Inc. - including role-playing games such as Mage: The Ascension, Werewolf: The Apocalypse, and Mage: The Sorcerer's Crusade - and BBI Media, for which he has written articles and columns for newWitch and Witches & Pagans magazines. A member of the Wiley Writers group, he has also created the Deliria: Faerie Tales for a New Millennium series of books, authored the webcomic Arpeggio, published various short stories, and formed Quiet Thunder Productions, a Seattle-area small press publishing and promotions company.

 

Noted for his motto "To write is to tell the Truth,", Phil uses fantasy fiction to inspire his readers toward real-life achievements.”

 

And speaking for myself, Mage the Ascension I consider a primary inspiration for my own creative muse, on several different levels.  

 

Let us hear from the Satyr…

 

Satyros Phil Brucato Q&A

 

PART I: WHAT’S MAGE, AND WHY SHOULD I CARE?

 

VoS: For people who may not know about it already, could you please describe what Mage is all about, and tell us what Mage means to you?

 

Put simply, Mage is a collaborative story-telling game about people who believe in what they do so strongly that their beliefs literally change the world.

 

Such power, though, is dangerous. And because these “mages” – devotees of magic, faith and science – disagree about how it should be used, they wind up fighting shadow-wars to advance their various beliefs. Some pursue a personal “Ascension”: the transcendence of human limitations and existence. Others try to run the world they way they believe it should be run, justifying what they do in the name of Ascension for all humanity. In the meantime, they make a major fucking mess of everything they touch. Mage has many themes, ranging from complex esoterica to simple human needs. One of the primary themes, however, is this: Believe in what you do, but be careful not to destroy everything you love. Although Mage has an epic scope, its core is deeply personal. “If you had the power of a god,” Mage asks, “what would you do with it? And what would such power do to you?

 

Speaking personally, Mage has been my work, my quest, my manifesto, my lover, and often my nemesis. Despite the many projects I have done since 1989 – hundreds of stories, articles, books, comics, essays, blogs, screenplays, games, and even self-help books – I keep coming back to Mage. It keeps coming back to me as well, often in ways I don’t expect. Mage fans pop up everywhere, and although I changed my name to Satyr around 1999 in order to be someone other than “That Mage Guy,” folks light up when they find out that I did Mage. In actuality, Mage is the collaborative brainchild of dozens of talented people. My bond with Mage, however, runs deep. Mage is very much my baby, and even when I’m doing something else, Mage is never far from my heart.

 

VoS: You’re especially well-known for Mage. That series seems to call to you, based on your writing, and it seems to call to a particular set of fans as well. The response to the 20th Anniversary Edition Kickstarter campaign shows this enthusiasm. What’s that like for you?

 

I feel deeply gratified. Who the hell knew, 20 years ago, that this stupid little RPG would mean so much to so many people? The thing is, though, Mage is anything but “stupid.” Underneath all the fantasy elements – Chantries and Horizon Realms, Fallen mages and Mad Marauders and all the epic trappings that make up the Mage universe – the series tells us that we MATTER. Anyone could be a mage, but mages are exceptional people. To be a mage, then, is to make a big fucking difference in your world – you’re a force for change whether you want to be or not. That’s not an easy thing to be, but it’s better than being a nobody. Mage tells us that we’re important, but also warns us to be careful with our power.

 

That message, I suspect, resonates deeply with a whole lot of people.

 

So often, we are told to be small. Mage tells us to be big. The world insists that we’re ordinary. Mage shows us otherwise. We’re usually told to sit down, shut up, take what we’re given, and be productive little drones in a consumer-based society that keeps us wanting more. Mage says “Fuck that – be your own damn hero!” That’s not an easy path, but it’s worth the risk. As I often say, Mage is about giving a damn so much that you hold the keys to reality itself. That message of empowerment is more relevant now than it ever was before.

 

When Stewart and Steve Wieck, with the rest of the original creative team, wrote the first Mage: The Ascension rulebook, they wanted to get folks thinking outside the box. When I took up the reins with the first sourcebook, The Book of Chantries, I brought in themes of passion, consequence, and the path of personal transformation. As part of my own spiritual and artistic path, I work to inform and inspire my audience through art and entertainment. Mage provides an ideal vehicle for those pursuits, and so it strikes some pretty deep chords for everyone involved. As I said in Deliria: Faerie Tales for a New Millennium, “to write is to tell the truth, even in the midst of fantasy.” Beneath all of its mystic satire, Mage rings true to those who understand it.  

 

And seeing now just how many people understand Mage… yeah, that feels really wonderful.

 

VoS: You make a point of saying that Mage is not an instruction-manual for actual occult or magical power – that it’s just a game. Yet in your writing, and in the fans’ response to that series, it’s clear that there’s something sublime and transcendent in the concepts that the game is based upon. Why is that?

 

I got into gaming shortly before the “satanic panic” of the 1980s began. During that bout of extended social idiocy, certain people claimed that RPGs were gateway drugs for occult indoctrination. That was nonsense, of course, especially in the early ‘80s, when the most esoteric thing you could find in an RPG book involved arcane mathematics on the “to hit” chart.

 

Even so, I knew from experience that RPGs do have a certain psychological power. They give players a collective “theatre of the mind,” in which they take aspects of themselves, dress those aspects up in wild clothes, and act out things that would be impossible for them to do in real life. For folks whose everyday lives are dull, wounded or repressed, that sort of “aspecting” can be pretty heady stuff. I have known people who’ve gotten a little too attached to their characters, if only because those personas seemed more interesting than the person looking back at those players from a mirror. I’ve written elsewhere about this aspecting phenomenon (see http://satyrosphilbrucato.wordpress.com/2013/04/23/aspecting-song-of-my-selves/ and http://satyrosphilbrucato.wordpress.com/2014/02/17/gaming-the-magic-avatar-part-1-of-3/), and so folks who want to know more about it can look up my observations there. For right now, let’s just say that while I knew firsthand that the Bothered About Dungeons & Dragons folks were utterly full of shit, I also knew that interactive entertainment can be a powerful tool for self-transformation… and a tricky medium when folks forget where the game ends and reality begins.

 

Like I said earlier, fantasy deals with truth. It helps us sort things out in our real lives. Our “faerie tales” are more like coping mechanisms than like escape hatches. And so – especially when you combine that element of fantasy with the media of performing arts and social world-construction – you’ve got some pretty potent stuff at your command. Even now, most RPGs gloss over the transformative potential of roleplaying games; back in 1991, when Vampire first appeared, no one outside of White Wolf – except Greg Stafford at Chaosium and Aaron Allston at HERO Games – seemed to recognize the deeper potential of such games. As an actor, writer, and occasional mystic, however, I recognized that potential. And I wanted to run with it without running our fans off a cliff.


In my real life, I’ve been a postmodern Pagan since my late teens. Esoterica and spirituality have always intrigued me, and I’ve got deep roots in cultural history, philosophy, psychology, and avant-garde art. I believe that the things I do have larger effects, and so it’s vital to consider the consequences before I act. Personally, I am fed right the fuck up with people who harm the world through careless, selfish activities. It’s important to me, therefore, that the things I do in art and life make a positive impact on the world.

 

Stewart’s vision of Mage – a game about the transformative power of enlightened individuals – suits my approach perfectly. And yet, as much as I strive for authenticity in my work, I also don’t want to live up to the old stereotype of the “occult propagandist,” or hand out esoteric toolkits to anyone with a few bucks and a gaming group. Because the mystic arts are real disciplines (and because messing around with them can have all sorts of ugly consequences), I kept actual practices out of the Mage line. At times, this led to conflicts with some of my collaborators, one of whom insisted that we were shortchanging the material and cheating our fans. As I told him, though, Mage is not an occult textbook to begin with – it’s a game about personal transformation. Magick, in Mage, is a metaphor for growth.

 

(Beyond those considerations, real-life esoterica is complicated, obtuse, frequently boring, and often ridiculous. Different practices use wildly different principles, and it would be impossible to do justice to them all in a fantasy game series. Considering that real-world occult practices also tie into deeply held cultural and spiritual beliefs, it would be insulting to trivialize them that way – especially if the game held up one specific belief-system as the “One True Magick.” I wasn’t willing to do any of those things, either.)

 

In all of my work, I strive to bring out a sense of the sublime. I really do believe that we’re living out a crazy and often frightening miracle through the passion-play of human existence, and I want to inspire people to want better, and be better, than they might accept otherwise. The sense of what I often call “miracles just out of sight” is integral to my life and art. Mage taps into that sense, and gives folks a vehicle for exploring it themselves. In an artistic sense, Mage is authentically magickal – not in the sense of teaching occult rituals, but in the sense of changing your world through imaginative intent.

 

VoS: The entire World of Darkness works as a commentary on its times, and yet one might say that Mage is the one that goes the deepest and flies the highest with regards to the truly transcendent concept involved in that series. What are your thoughts on this?

 

The entire World of Darkness is a socio-political satire of the world at large. That was always our intent. Andrew and Daniel Greenberg, Mark Rein•Hagen, Sam Chupp, Bill Bridges… we were all deliberately taking a wrecking-ball to social comfort-zones and convenient lies. We wanted to get people thinking as they ran their personal shadow-selves through our satirical chamber of horrors. That freaked some people out, especially in the early days. We had folks trying to ban us, shut us down, drive us out of business because we dared to be “pretentious” enough to bring taboos and subversion to the gaming table. And y’know what? We DID upset some apple-carts that needed to be tipped over. Issues of gender, race, identity, truth – we put them front-and-center in our weird little world, and I’m proud to see the results.

 

Gaming, when I began, was such a fucking white-boys’ club. Girls were discouraged or harassed, gay fans kept their closets shut, and folks outside the Standard White Fantasy Default were passively and sometimes actively discouraged from joining the gamer subculture. Although these things are still true now, they’re far less true – and FAR less acceptable – than they were around 1991, much less 1980. (I discovered gaming in 1978.) And although White Wolf has played just one part of that overall transformation, it is what we set out to do in the 1990s. Our work wasn’t perfect, nor was our behavior, but the legacy speaks for itself. It makes me happy to see fans of all genders and ethnicities at fantasy conventions. I’m ecstatic to hear from fans in Africa, Asia and South America, and I aim, especially now, to make Mage a global force for social change. RPGs are big enough to include everyone.

 

As I mentioned earlier, Mage is about empowerment. That’s a fucking radical idea, especially these days, when we have a mass-media machine that makes money by keeping us in fear. Mage says, “Be aware, not afraid,” and gives people the tools to look past the big game that’s being played at our expense. I suspect that one of the reasons that so many Mage fans have taken the concepts of the game into their everyday lives is because Mage invites its players to look beyond the obvious surface of things, to look at what they see, and to change those elements – both internal and external – when they don’t like what they perceive.

 

Beyond its themes of power and pride, Mage stresses change and ultimate transcendence. I don’t see that as “a ‘90s thing” – I see it as a message for Right Fucking Now.
 
Stay tuned for Part 2, where Mr. Brucato talks about why revisiting the classic World of Darkness is worthwhile, offers advice for game designers and the like.  There is eight days left to get involved with the Mage The Ascension 20th Anniversary Kickstarter, btw.  Check it out at...
 
 
Tell 'em Stoney sent you...

Part two of the interview is here.

An interview with Rich Thomas, the head coach of Onyx Path is here.

Monday, March 24, 2014

Walking the Onyx Path, the New Incarnation of White Wolf, and the 20th Anniversary Kickstarter Edition of Mage the Ascension...first up, Rich Thomas...





Rich Thomas is one of the prime movers of Onyx Path, the new company where the
table top wing of White Wolf now abides.  He has been the driver of the Kickstarter
driven model of Onyx Path.  He is here on Voice of Stone to give a bit about the new
shape of the biz and how it is working.  Tabletop gaming is alive and well, as is the
World of Darkness, old and new...

First, a bit about Rich, for those who don't know, from Onyx Path's site...


Rich Thomas

Since 1986, when he began illustrating and art directing for White Wolf Magazine,
Rich has been responsible for the look and feel of every White Wolf product ever
created — ranging from RPG books, fiction, board/card games and everything
in between. Assumingthe role of Creative Director in 2006, Rich became responsible
for White Wolf’s writingand development as well. His administration included the
launch of multiple Ennie-award winning product lines: Scion and Changeling: The Lost.
 Last year, Rich was one of the driving forces behind the Vampire: The Masquerade 
20th Anniversary Edition, andhas returned to the world of traditional RPGs
from his stint as the Director of Game Design and Content on the World of Darkness
MMO, with a renewed focus on the continued Classic World of Darkness line and
as the force behind Onyx Path Publishing.

Along the way, Rich contributed to the unique style and presentation of White
Wolf’s products by creating the many clan, tribe, tradition, and other groups’ symbols
and the alphabets of Werewolf and Exalted. But as an illustrator, Rich is best known
for his workon CCGs: VTESDoomtownRAGENetrunnerShadowfist, and he
is regarded as aclassic Magic: The Gathering artist where his creation the “Stuffy Doll”
first appearedon the original Black Vise artwork.

http://theonyxpath.com/bios/rich-thomas/

And now, the conversation...

VoS : Just what is Onyx Path? And what happened 
to the White Wolf Game Company?

RT: Well, your second question leads into your first, 
so let me answer
 that and then the other.  Some seven or eight years ago, White Wolf
merged with anIcelandic MMO company called CCP 
with the intention of creating a new WoD-based 
MMO. We found that the Vikings from CCP 
held a lot of the same ideas and game design interests as we did, as 
well as being the only company WW couldn’t drink under the table. 

Eventually, the pressures of trying to create an MMO- those things are 
hard- meant less emphasis could be put on the WW tabletop RPG side of 
things. 
It was a basic scale issue, and CCP tried for the longest time to find a 
solution that would honor WW’s legacy but still allow them to have a 
coherent business. 

While this was happening on a corporate level, I had been working on 
the WoD MMO as Lead Game Designer and trying to continue to help 
guide the course of WW’s product lines with my main-man, Eddy Webb. 
We got approval to createthe Vampire: The Masquerade Twentieth 
Anniversary Edition because it was,you know, 20 years since we put out 
the original VtM, and the communityexcitement that ensued really 
underlined how important our tabletop community is. 

It also led to my proposing to leave CCP, set up a new 
company to create tabletop RPGs (my first love rekindled 
by working on V20), and license the WW tabletop RPG 
properties from CCP. That company is Onyx Path, so 
named because I had no idea what might come from this 
decision- it was all feeling my way alongin the dark with 
just a bare glint of a path at my feet. So, Onyxis publishing 
new game products for cWoD, nWoD, and Exalted via the 
CCP license, and also Scion, the Trinity Continuum, 
and Scarred Lands, as those were beloved game lines I 
purchased outright from CCP.

VoS:  How has the business side of professional game 
publishing changed? Does an outlet like Kickstarter 
enhance prospects for niche game publishers? How?

RT:  Well, the barrier to entry is a lot lower than 
when I started- the onset of PDFs really made it 
a lot easier tocreate RPGs. Not that they are all 
well-written or designed, or look at all like what I’d consider 
acceptable as a professional. But a lot of 
great games and companies have stepped up, so 
like anything, the cream rises.



VoS: What is your background with White Wolf and the 
World of Darkness, both as a game professional and as a 
fan? What is your favorite game or games in the series?



RT: I started with WW founder Stewart Wieck 
back in dinosaur times as an illustrator and art 
director forWhite Wolf Magazine. When WW became 
an actual company and produced VtM, I assumed the 
same role in charge of all the visuals and production, 
and a decade orso later also became responsible for 
the writing and development side as Creative Director. 
So I was thereas the whole thing started, and was one 
of the infamous “inner circle” as we grew and morphed through the years. 

It’s really hard to consider myself a fan as I was completely immersed in makingWhite Wolf and all of its lines as great 
as they could be: it was both my passion and my responsibility 
to make ourgames as cool and as beautiful as we could. 

There are specific books I helped make possible, like the
Book of Nod, that I remainvery proud of, and each line for 
me is really made up of a patchwork of great memories. 
The thrill of getting in the very first hardcover VtM 
2nd Edition,seeing (not yet Satyros and not yet 
Mage developer) PhilBrucato walking around the offices
 in jeans he had hand-emblazoned with my Werewolf glyphs, 
using my daughter’s purpleflower girl dress as the purple 
silk on the original Mage cover shot…just every line has 
so manygreat memories and enthusiasms connected to it. 


VoS: What sort of advice would you give to game creators
seeking to start up in thisday and age?  Is Kickstarting the 
only way to go or are there multiple paths to consider?


RT: Even with Kickstarter you really need to use any 
andall social media you have at your disposal to get the 
word 
out about your project. It’s the great equalizer in terms of 
letting interested people know what is so awesome about 
your game. Have a steady, full-time job before you try to 
do this for a living. Very few creators can live off of 
tabletop RPGs. You know the joke? “Q: How do you wind 
up with a million dollars in the tabletop RPG biz? A: Start 
with two million.” Be realistic but believe in the coolness 
of yourproject and others will find you. If they don’t, you 
have to be mentally and emotionally able to go right to a 
new idea and develop that.



VoS: Favorite movies...


RT: Wow, tough question. Until starting Onyx Path and 

thus having no time for hobbies, I was a huge consumer of 

films- studied cinema in college and all that. It’d be easier

 to break it into genres! Here are some films I both own and 

still will watch if they appear on TV or highlighted on 
Netflix, so I guess that’s a sign that I like the a bunch: Seven Samurai (pretty much any Kurosawa film), Aliens, Die Hard, Blade Runner, Empire Strikes Back, Pulp Fiction, Grosse 
Point Blank, Big Jake, Fellowship of the Ring, Dodgeball, 
Pacific Rim, any Sergio Leone western, The Avengers. 
Hell, the whole crop of movies that led to The Avengers. 


VoS: What are you watching on TV nowadays?


RT: Just finished loving True Detective- what an amazing 

ride that was. Sherlock. Looking forward to the new 

Doctor Who. Been binge watching Parks & Recreation. 

Person of Interest. Black List. Justified. Trying to like 

Agents of Shield.

VoS: The future of America and the world, hope or fear?



RT: Time is a flat circle.

VoS: Thank you, Mr. Thomas, for taking the time 
here to talk about the bright future for fans of White 
Wolf's worlds and their new home at Onyx Path.  

Up next, Satyr Phil Brucato talks Mage 20th 
Anniversary Kickstarter and oh, 
so much more...

Here's the link to the Mage The Ascension 20th 
Anniversary Kickstarter.  It is already insanely 
successful, but there is always room for more i
n this party...I'm there in a BIG way...

https://www.kickstarter.com/projects/200664283/deluxe-mage-the-ascension-20th-anniversary-edition