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The Book of Mirrors: Mage Storytellers Guide

Author: Phil Brucato, Brian Campbell, Richard Dansky, Deena McKinney, Kathleen Ryan, Ethan Skemp
Category: game
Company/Publisher: White Wolf Publishing
Line: Mage
Cost: 18
Page count: 160
ISBN: 1-56504-403-7
SKU: WW4302
Capsule Review by Andres F Pabon on 04/19/00.
Genre tags: Fantasy Modern_day Conspiracy Gothic
When I bought this book a year and a half ago, when I was starting with Mage, a friend told me I had just wasted my money. What he didn't have in mind, though, is that I never played any World of Darkness game before Mage, and I was to storytell Mage to a troupe of friends. With these considerations, I found the Book of Mirrors not only useful, but vital to my first storytelling sessions, and even now, after reading more than 20 supplements for Mage, I use it's references a lot. I don't know about the newly released Mage Storytellers Companion, though, so I don't know if the Book of Mirrors advices still apply to Mage Revised.

I'll skip the usual Prelude section, as is yet another chapter in the already great Amanda Jansen chronicles, and the introduction which is an inviting welcome message to the world of the Storyteller (ok, it tries to make it seem like Hell, but hey, "Hell" has it's fun parts too!).

The first chapter (Anatomy of a Chronicle) is not only a good source for information about how to start, give life and end a chronicle, but also a good read about a troupe's experiences with it. The chapter has almost any situation you can think about, including how to introduce new players, what happens when a PC gets killed, and even what happens if a PC gets to ascend. Great introductory chapter that gives you looking forward to the rest of the book.

Chapter Two (The Storyteller's Corner) is a huge F.A.Q. about Mage systems, storytelling, crossovers and a bunch of other related themes. I've heard people complain about this chapter because some of the questions/answers here are posted in an online F.A.Q. at White Wolf's homepage, but the F.A.Q. here is considerably bigger, and besides the online one is only the systems F.A.Q., so in this chapter you'll find a lot more information. Besides, the advices are given here by Phil Brucato (Mage Developer until 1998) himself. Another really useful chapter!

Chapter Three (Behind the Scenes of the Ascension War) is something we've seen in a couple of books apart from this one, but is a welcome section if you don't have access to the other information sources: it gives detailed information and systems on the three "bad guys" factions of the Ascension War (Marauders, Nephandi and Technocracy). Plus, even if you have the other sourcebooks, the information found here is rather new (the book was published in 1997), so all the systems and beliefs are fully updated.

Next chapter (Supporting Cast) is all about the "extras" in your chronicle. "Extras" like animals, "normal" people and spirits; all come with some sample traits, descriptions, possible roles and what-not uses in your Mage chronicle. Of course if you want more detail you should get Ascension's Right Hand, but this chapter is useful anyway (especially if your PCs have the backgrounds Allies, Contacts or Familiar, or the Merits/Flaws Spirit Magnet, Animal Magnetism, Ties or such).

Chapter Five (Alternate Chronicle Settings) is a collection of ideas for running a Mage chronicle in unusual locations or on other periods in history. This section spawns all types of new ideas in a Storyteller, but you must keep in mind that, as the chapter ends saying, "too much sugar spoils the fudge". Plus, although the chapter spawns ideas, it won't give you a clear view of what you want to run (i.e. it's not a Mage: The Dark Ages condensed, or something like that); you'll have to do a lot of research before planning a chronicle like that, and make all your ideas clear and consistent. It's not an easy job, but it can be much fun!

The last chapter (Observations from the Field) is a useful collection of different topics related to storytelling Mage from the people who wrote this excellent game. Topics like how to handle a couple relationship in your troupe, how to properly incorporate magickal symbols without offending someone or how to get players more involved, among others, come in handy sometimes. Although I haven't had any problems with my troupe (we're all long time close friends), some of the advices in this section might be a lot of help in certain "uncomfortable" situations.

The Appendix is also very useful, as it has a complete reference guide (up to 1997) of game systems, rotes, talismans, traits, merits, flaws, abilities, backgrounds and the otherworlds, and in which book and page you can find their descriptions.

After reading the Book of Mirrors I called my friend (the one who told me I wasted my money) to tell him it was one of the best Mage books I ever read. He then told me he didn't even read it because he was a long-time storyteller who thought he didn't need it, so I lent him the book. Now he agrees with me... This book is great!

Style: 4 (Classy and well done)
Substance: 4 (Meaty)

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