Re: Gauging Interest in Mage: the Ascension
I would certainly agree that Mage lacks the popularity of Vampire and Werewolf. Most likely it is due to the fact that it lacks sexual undertone of Vampire and rage of Werewolf. Still, Mage has a certain sense of maturity unlike any other game I know. Of course, maturity and roleplay tend to be antonyms at time, which makes Mage a borderline alternative game.
Powers just might be the weakest part of the game and are a whole new can of worms. Compared to powers from Demon, Vampire or even its own precursor, Ars Magica, Spheres seem bland and uninspiring, more fitting to a New Age bedtime story than a roleplaying game. This is especially true for a game which advertises itself with flashy rooftop duels with flaming swords, lightning or jets of flame. The rules of Mage are ill suited for a world which includes far more than just "magic". After all it is a multiverse with pockets whose genre conventions range as widely as their landscapes; from verdant plains inhabited by unicorns and pegasai to terrible factories that grind human souls just as effectively as metal.
I will certainly revisit the issue of "fixing" Mage rules, but for now I would prefer to ask a question: What does it take to run a successful Mage game?