Mage can be a tough game to play if you're not used to it (and an even tougher game to GM). This is because the core of the game is the magic system, which bears no resemblance to the nerfed Vance lists of AD&D. You can do anything, assuming sufficient skill in the appropriate field. Do you want to make yards and meters an equivalent measurement of distance around you, cause your Widget to turn purple in the presence of titanium, and automatically set all mimes within sight on fire? Space 3, Matter 2, and Forces 4 should be all you need.
I mention this only as background ... because, due to that flexibility, Mage also produces the most outstanding gaming quips.
Two of our mages were in a stolen helicopter that was running out of fuel, and they didn't want to land it to address the problem. No big deal; one of them has Matter-3 and thus can convert between similar chemicals. I pointed out that there were any number of objects in the helicopter that could be thus transformed into jet fuel, including but not limited to plastics --
Bax: "... and hell, if you don't want to rip up the seats for plastic, any hydrocarbon will do. Wad up your polyester shirt and stuff it into the gas tank --"
Justin: "Sorry, this plane don't run on disco."
Damn, but I've missed gaming.