gladiusdei:
it always depends on what you enjoy. I actually really don't like the owod mage organizations. They are too stratified in real world views, which makes it hard to make your own version of a mage. What if I want to be a Japanese Shinto sorcerer, instead of the akashic? In a similar vein to OWOD werewolf and vampire, they're too bound up in cultural/geographical boundaries.
Hm. See, that's something I have a problem with Awakening - I can't fit any real-world-inspired character ideas into this game's matrix of Atlantean orders and paths. The Atlantean magic is something is explicitly distinct from real-world magic, as is the Atlantean cosmology, so... how do you fit a concept like a Shinto sorcerer into it?
I'm genuinely curious: could you tell what your Shinto sorcerer would be like? Maybe I'm missing something here...
BTW. One problem I have with Awakening is that I find the paths to be limiting because of them being tied to *two* spheres instead of one, like in Ascension. In Ascension, you could easily create an alchemist mage, because there was a whole Tradition dedicated to matter magic. Meanwhile, in Awakening, you can't have that: in this game, matter magic belongs to the same watchtower as the death magic. So, you can't have a mage whose calling is just matter magic - such a character has also to be a necromancer. There's no real-life magical tradition (or even a stereotype) like that...
Also, creating a mage tied to a specific real-world school of thought was easy in Ascension, as in that game belief equalled reality. Your mage could believe in anything, because every strong belief could be a paradigm. Also, you didn't have to play a character from a Tradition - you could play an Orphan, IIRC. In Awakening, your character *has* to belong to one of the five arbitrary types and has to subscribe to Atlantean magic with its set foci etc. I see no way of fitting new belief system into it...