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The Guide to the Technocracy

Author: Phil Brucato, Brian Campbell, Christine Gregory, Steve Long, Tom deMayo, and others
Category: game
Company/Publisher: White Wolf Game Studio
Line: Mage: The Ascension
Cost: $25.95 (US)
Page count: 224 pages
ISBN: 1-56504-417-7
SKU: WW4014
Capsule Review by Bradford C. Walker on 08/04/99.
Genre tags: Fantasy Science_fiction Modern_day Horror Space Conspiracy Gothic
I hate the Technocracy. This book did not change that opinion, but it did satisfy my desire for a book that gives the Techie side of the story. So, I picked it up and gave it a read-through. I smiled when I put it down, and I put it on my "Acquire NOW!" list.

Why did I come to that conclusion? Because this book has just about everything that many followers of Mage screamed and hollered about, it's packed from cover to cover with all of that sort information. The history of the Union, the philosophy of the Union, how the Union perceives reality and creates its Effects, and everything you ever wanted to know about the five Conventions of the Union are here in one big ol' hardcover volume.

The book has redefined terms--Techie terms--for known Mage elements like Essence (Eidolon), Arete (Enlightment), Avatar (Genius), and Dream (Hypercram). They also get their own toys, such as Energy Weapons (an Ability), Proles (a Background), and an easier time of raising Backgrounds past five dots. It's a Techie-junkie's paradise.

The book bends over backwards to make the Technocracy's arguement for its past as the Order of Reason and its present as the Technocratic Union. I won't go into it because this is a recurring debate topic; go read a thread if you want the details. In my judgement, the book does a damned good job of making the Techie case. It allowed me to take a good, long look at the other side of the arguement and from there it allowed me to create a few quick concepts for characters. That's a good thing, and it should be encouraged.

As for the rules involved, what I have to say is "Wow!" While some may recoil at all of the neat toys and cool powers that Techies get, I don't. This sort of almost-monolith should have a vast amount of power and resources available to its members. I enjoyed seeing some of the stuff from the old Convention splatbooks revised and reprinted here, especially the "Backgrounds Past Five Dots" piece. (Cringe at the thought of a Syndicate CEO with Resources 10.) I also enjoyed seeing the Techie take on Better Body-like enhancements, and at the dozens of Techie foci/Devices. Making Techie NPCs will be fun and easy with this book.

Oh, and I single out the Techie book for one particular thing. If you love over-the-top action, then you'll love the Golden Gunman rote at the end of the Rote section. It's John Woo goodiness that a starting PC can easily get.

The Conventions are keen. You get the official version, the hopeful version, and the "What's Really Going On" version all in one book. The failings of each Convention is just priceless, and reason enough for me to back the Traditions over the Technocracy. I hope that, when the next edition of the rulebook gets written, the Traditions get the same treatment as the Conventions did in this book.

I could ramble on and on about this book for pages. I won't, so I sum here. This book is what all Mage fans wanted and waited for years to get, so scrape up the cash and GET IT NOW!

Style: 5 (Excellent!)
Substance: 5 (Excellent!)

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