Province of Sorcerers: The Malignant Magick of Our New Millenium

Province of Sorcerers: The Malignant Magick of Our New Millenium

It is a frightening thought that man also has a shadow side to him, consisting not just of little weaknesses- and foibles, but of a positively demonic dynamism. – Carl Jung, “On the Psychology of the Unconscious” President Trump and his administration – implacable embodiments of counter-reality – are symptoms of a profound and perhaps extinction-level form of malignant magick in the Crowleyian sense of causing changes in reality in accordance with acts of will. Symbols, rituals, chants, invocations – all the trappings of magickal practices are being employed on a minute-by-minute basis by all sides of the current political Read more »

Mage 20 Q&A, Part III: Mage and Various Mass Media

Mage 20 Q&A, Part III: Mage and Various Mass Media

PART III: MAGE’S MEDIA INFLUENCES   (Jaz Coleman – chaos magician and bandleader of Killing Joke.) Q: 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 Read more »

Mage 20 Q&A, Part II: Who's Satyr, and What Does He Have to do With Mage?

Mage 20 Q&A, Part II: Who's Satyr, and What Does He Have to do With Mage?

PART II: A SEATTLE SATYR IN THE WORLD OF DARKNESS COURT (For Part I, click here.) (“Verbena,” from Mage: The Ascension 1st Edition; art by Michael William Kaluta.) Q: 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 Read more »

Mage 20 Q&A, Part I: What IS Mage, Anyway?

Mage 20 Q&A, Part I: What IS Mage, Anyway?

PART I: WHAT’S MAGE, AND WHY SHOULD I CARE?   Q: For people who may not know about it already, could you please describe what Mage: The Ascension 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 Read more »

A Testament of The Fragile Path

A Testament of The Fragile Path

…And I have seen it pass sterile into textbooks, just more facts to be learned to please a stern tutor, then forgotten when the lesson is over. But the lessons of the Awakened must never end. By the divine Avatar within each of us, we are bound to history just as we are charged to create it. We, of all mortals, cannot forget what has gone before us. Nor can we shunt it into scraps of paper and shove it onto library shelves, just another book to be checked out when required. We are history, the past, present, and future incarnate, Read more »

Appendix: A Game of You (Part 3.5 of 3)

Appendix: A Game of You (Part 3.5 of 3)

As a supplement to the three-part article I’ve been posting these last few days (and as part of the original article series in newWitch magazine), I commend the following works to gamers intrigued by “real world” magical/ spiritual elements. Cited authors are the primary creators. None of the following games feature “real-life” spellwork or demand the blood of innocents. Enjoy!  Ars Magica, by Jonathan Tweet and Mark Rein•Hagen (many editions and publishers; currently Atlas Games, 2004) Armageddon, by C.J. Carella (Myrmidon Press, 1997; Eden Studios, 2003) Authentic Thaumaturgy, by Isaac Bonewits (Chaosium Games, 1978; Steve Jackson Games, 1998) Changeling: The Lost, Read more »

Gaming: From Premise to Print (Part 3 of 3)

Gaming: From Premise to Print (Part 3 of 3)

“The number one rule,” I said, “in storytelling is this: Keep your audience engaged!” It was winter 2008, and the geeky kid had become the seasoned pro, standing in front of two dozen students and teaching a course inconceivable in 1978: roleplaying game design. At the moment, RPGs are more popular – yet less profitable – than ever. Although MMORPGs(1) dominate pop culture, the book-based medium is a dying industry. High costs and low profits force even the most successful publishers to produce books at a loss. Fortunately, the independent game scene is booming. Technology (2) allows anyone with a computer, some software and Read more »

Gaming: Serious Fun (Part 2 of 3)

Gaming: Serious Fun (Part 2 of 3)

“It’s all yours. We don’t have the slightest idea what to do with it.” So spoke Ken Cliffe, my boss at White Wolf Game Studio, as he handed me the advance copy of Mage: The Ascension, first edition. This was 1993, and my introduction to game design. From summer ’93 until winter ’98, I helmed this purple-cloaked beast. Since then, I’ve managed other game lines, notably Mage: The Sorcerers Crusade and Deliria: Faerie Tales for a New Millennium. In that time, I’ve journeyed from part-time Pagan gamer to full-time Pagan author, learning volumes about magic, gaming, publishing and myself. I could fill a book Read more »

Gaming: The Magic Avatar (Part 1 of 3)

Gaming: The Magic Avatar (Part 1 of 3)

It began with little soldiers and bright books in a shopping mall. I was 14 and hated life. Smart, reclusive and what would later be called dyslexic, I was living with my dad in Springfield, VA. My family had just split, and I spent my after-school days wandering around town or holed up in a tiny room painting models and listening to classic rock. (1) I had few friends, and they all lived near Mom. At the cusp of adolescence, I had no idea who I was, only that I was miserable. And then, while looking for new model kits, Read more »