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Mage: The Ascension, 2nd. Edition

Author: Phil Brucato, Brian Campbell, Chris Hind, Deena McKinney, Kevin A. Murphy, Nicky Rea, John R. Robey, Kathleen Ryan, Allen Varney, Teeuwynn Woodruff
Category: game
Company/Publisher: White Wolf Publishing
Line: Mage
Cost: 29.95
Page count: 296
ISBN: 1-56504-400-2
SKU: WW4300
Capsule Review by Andres F. Pabon on 03/30/00.
Genre tags: Fantasy Science_fiction Modern_day Conspiracy Gothic
As one of the main books from the World of Darkness, Mage brings you a gothic-punk perspective on modern world, plagued by things you wouldn't dare to imagine. Unlike the rest of the WoD, Mage is more about having a setting where you could do anything. But before extending on this, I'll give you a brief chapter-by-chapter description of the book.

PRELUDE

Although you won't understand the Prelude *before* you read the whole book (and possibly won't fully understand it after you read some other Mage books), once you can understand it is a remarkable story. The art in this part of the book is without a doubt the best art I've seen in any White Wolf book, too.

INTRODUCTION

Mage has a very good introduction that immediately grabs the attention of the reader. Although it can't describe everything it mentions in a detailed form (that will come later), it gives enough information to keep the reader asking "what the hell is going on here?". It also brings a section on recomended supplement reading and the usual lexicon.

BOOK ONE: THE FLESH

Chapter One: The Tellurian

This is probably my only major complaint with Mage. Although the other supernatural beings and the Umbra (the spirit world) should be very mysterious to any Mage, this chapter is *very* confusing, and not just mysterious. If you want to really understand enough of the Umbra, you'll have to read Book of Worlds or The Velvet Shadow (for Werewolf).

Chapter Two: The Mystick Path

Here is where the real stuff begins... This chapter describes the metaphysics of Mage (ok, not wholly in-depth metaphysics... not even in all the supplements would you find them!): the Avatar's role, the elements of the mystick path and the resolution of this path.

Chapter Three: Mage Society

Here you will find the factions of the Ascension War, a history of the world through a Mage's eyes and some useful information on Mages relationship within themselves. The chapter ends with a brief description of some important Chantries.

Chapter Four: The Ways of Magick

Continuing the ideas on Chapter Two, this is probably my favorite chapter in the book. This is where the metaphysics of Magic itself are described, and how are some people able to manipulate reality at their will. It describes also some morality of balance between Stasis, Dynamism and Entropy, and the elements of Magick. It also introduces the most beautiful element in Mage: foci (through which a Mage channels his/her Paradigm to become Magick).

BOOK TWO: THE SPIRIT

Chapter Five: Basic Rules

As in any other WoD book, this is where they tell you how dice work, and explain some basic mechanics regarding time divisions, action resolution and some few special rolls. It also has a second lexicon, where game terms are explained.

Chapter Six: Character Creation

Here's where character creation rules are given, and where the Traditions (the "good guys") are depicted in more detail.

Chapter Seven: Storytelling

This chapter has some tips on how to be the Storyteller (Game Master). It's quite useful, but if you really want in-depth information on this issue, you better get the Book of Mirrors (the Storyteller's Guide).

BOOK THREE: THE MACHINE

Chapter Eight: Magick Rules

From this chapter on, the book starts describing game mechanics. In this chapter, you put all you learned in chapter four in game mechanics terms. You get Magick methodologies, the Spheres descriptions and nice mechanics for handling the Mage's bane: Paradox.

Chapter Nine: Setting Rules

Is where you get to know how to handle with Hubris, Ascension and a lot of other Mage terms in game terms. It also gives you Mage relationships with other beings in the World of Darkness and some further information on the Umbra.

Chapter Ten: Drama

Specific game mechanics are hendled here (like how to chase someone, or how to seduce someone...). It also gives you combat mechanics.

APENDIX

This last part basically gives you some stats for sample antagonists.

Now, on with the review!

Mage is a game about subjective reality. A Mage can perform his Magick through mere force of will, if he knows how, but a Mage's personal vision of the universe and beyond (the Tellurian) is the key to his powers. More so, this vision marks him for life, and sometimes clashes with his personality. A Mage is probably the most humane creature in the WoD, and that gives him all the merits and flaws that can come with that fact.

In Mage you can weave any story you desire, basically because reality is your playground; and although it can be *really* hard to run, Mage has that unique charm I haven't seen in any other RPG in my whole life. And that's worth the effort!

My only complaint: it's diagramation could be better done. But that matters little when you got a book like this one in your hands (and in your head)...

Style: 4 (Classy and well done)
Substance: 5 (Excellent!)

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