One of the interesting thing that happens whenever I let go of the reins as GM for the gaming group is that I become more receptive to little campaign ideas that seem to sprout out from nowhere. I suppose in being a player, I’m freeing up valuable GM mindshare that would otherwise be preoccupied thinking of what the next session will bring. Not wanting to waste these little flashes of insight and inspiration, I figure I might as well write these down before they fade away.
Mage: the Awakening
Historical Setting: WW2
Set in World War 2, a cabal of mages from the Allied Forces has been hastily assembled for a single purpose: to infiltrate deep within enemy lines and stop the occult influences of the Thule Society from aiding the Nazi war effort. Pulp-era Weird Science, supernatural forces and a host of Nazi soldiers stand in their way. Prometheans, Vampires, Werewolves, Ghosts, and a host of other things will show up.
Primary Inspirations:
Company of Heroes, Hellboy (and also BPRD 1946), Full Metal Alchemist: Conqueror of Shamballa, Valkyria Chronicles
Themes and Moods:
The horrors of war, Ideological conflict, Patriotism, Dehumanizing the enemy, Things that man was not meant to know, Camaraderie, Hope in the face of overwhelming odds.
Character Guidelines:
Standard Mage: the Awakening character creation + 75 experience points
Diamond Order Mages Only, no Free Council Characters
Change “Computers” to “Systems Operations”
Hallow, Sanctuary and Library Merits are all not allowed on Character Creation
Artifacts must be GM approved
Sample Character Concepts:
- Undercover Spy
- Freedom Fighter
- Supersoldier
- Wheelman
- Occult Researcher
- Defector
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And there you have it. I’m still going to have to look and read up on the historical timelines of the war and cross reference them with the histories and rumors surrounding the Thule Society in popular fiction to come up with the campaign in general, but that’s the basic setup. While there will be lean times in the game where players will find their characters in unfavorable situation, I’ll make sure to put in substantial period of rest, when the cavalry rolls in, and the team gets a leave now and then to rest, and maybe enjoy the hopsitality of the places they’ve liberated.
As with all my games, character development is a goal as well, so there will be plenty of opportunities to pursue romantic subplots, thrilling adventure and a host of other things. I’m not certain if it’ll take with my players, but it’s still a decent campaign setup, I think.


