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Mage Storytellers Companion

Author: Jackie Cassada, Nicky Rea, Kevin Andrew Murphy
Category: game
Company/Publisher: White Wolf Game Studio
Line: Mage: The Ascension
Cost: $14.95
Page count: 69
ISBN: 1-56504-406-1
SKU: WW4601
Capsule Review by Eric Christian Berg on 04/26/00.
Genre tags: Fantasy Modern_day Conspiracy
I was initially irritated at having to buy this book, because it contains stuff cut from Mage Revised that really belonged in the main book. Spirit rules and wonder creation, in particular. However, despite coming into it with already irate, I found that much of the material was of very high quality (which makes me even a little more disappointed it didn't make it into the main book while the half-implemented Resonance rules, flavor text for each ability, and a chapter on the other supernaturals did). Okay, rant done, lets get on to the book.

The Introduction is a single page and just sums up the contents. No flavor text or other filler.

Chapter One gives a timeline of Mage history and a summary of the metaplot developments. This was much less useful than it could have been. Much of the material is a rehash of what was already published in Sorcerers Crusade and what was added is sparse. Also, there are errors which could have been avoided if they'd taken a bit of time to actually research some of the history they reference. For example, at one point they say that the term 'difference engine' was just another name for Babbage's analytical engine, which is utterly incorrect. They were two seperate machines, one was built, the other was not. One was a simple subtraction machine, the other would have been an actual computer (albeit primitive). Such mistakes do not impress me as to the professionalism of the writers. The metaplot information, on the other hand, is concise and a nice touch for those people who want to use it but who aren't keen on buying the supplements that all the disparate bits are covered in. For those of us who ignore it, it doesn't waste much space (barely two pages of text).

Chapter Two details the disparate, both the crafts which have joined the Traditions, those which have perished, and those which stubbornly refuse to. The former two are covered in short page to page and a half bits which summarize their histories and either their reasons for joining the Traditions or their fates. I was sorely disappointed that the Hem-Ka Sobk received the 'Tremere Anti-Tribu Treatment'. Seriously, folks, how many more groups are going to have all their numbers gather in one place and mysteriously perish? It is getting old. Also, the Eaters of Sin were one of the more interesting Crafts, considerably more compelling than the Sisters of Hippolyta (Verbena Lite). The latter groups get a full-sized splat, which is nice. The Ahl-i-Batin, Taftani, the aforementioned Sisters, and the Templares are here. The last is a bit odd, since they've joined the Chorus, but I wasn't disappointed to have their full history and philosophy delved into. I was a bit sad that the Taftani (pagan Arabic mages from Sorcerers Crusade Companion) were included but the others from the same book (the Madzimbabwe, Ngoma, and the Lions of Zion) were not, and the Wu Keng were overlooked as well. Still, its not badly done and it is nice to have the information on the groups which were included updated.

Chapter Three covers spirits and bygones. Not much new here rules-wise, just a rehash of the second edition rules, but the examples are actually very well done. They are very interesting and cover the gamut from naturae to paradox spirits to demons. The bit on bygones at the end is sparse and lacks stats or mechanics, but otherwise is a nice explanation of what they are and how to use them.

Chapter Four is almost worth the price of the book itself, which is impressive for only sixteen pages of material. The rules on wonders have been completely reworked in a more consistant and intelligent fashion, allowing for a broader range of magical items from simple one use charms and potions all the way up to living extensions of a mage's will. The rules cover artifacts, periapts, relics, fetishes, charms, inventions, gadgets, talismans, amulets, devices, and even familiars. There are also rules for combining different types into one item and even giving them backgrounds, merits, and flaws. Rules are given for resonance on particular items, how the will of their creator effects how they work, and unique uses (like an example of a Verbena practice which essentially turns an unborn child into a living, breathing talisman). These are rules I will be using extensively and my only gripe is that there is no easy reference summary table for Wonder creation. Also, I am a touch baffled at the concept of having to spend xp for items created in character, particularly given the difficulty of gathering the appropriate types and amounts of tass. Still, I can see it as a valid means to retain game balance, so it isn't that big a point.

All in all, this is incredibly useful for a book packages with a screen. The information provided is almost all useful and the rules included are outstanding. As much as I dislike having to recommend that anyone who already dropped $30 on Mage Revised unload another $15 for the missing information, it really is worth it. Be sure to gripe loudly to White Wolf, though, lest they make a habit of this sort of bullshit.

Style: 3 (Average)
Substance: 4 (Meaty)

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