So, this Saturday the crew is getting together to play the Second Schism War. We've been playing our Redcap Saga for about a year and a half real time and developed several points of conflict between various Houses. Two of the players' characters are primi, and as a result we've had a very high powered (politically speaking) game. Unable to overcome these conflicts, the Order breaks down and goes to war. Using ad hoc rules from Greg Stolze's Reign and the board game Diplomacy, I've concocted a method to play through the Second Schism War in a single (albeit long) session.
Now, the point of this is to set the stage for our next saga, which will happen a (Hermetic) generation after Schism War II. Once the ashes have settled, determined by how this Saturday goes, we'll take a look at our Order of Hermes and make characters based on that. Will all the Houses still be available? Maybe not.
Anyway, a second point of interest is to change Hermetic magic just a bit and incorporate a Hermetic Breakthrough into standard Hermetic magic. I'm wondering what you, my esteemed colleagues, think would be the most saga-changing breakthrough already described in published books. Magically refreshing fatigue? New Arcane Ranges? Magically grafting body parts?
What do you think?
Matt Ryan