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Mage: The Ascension, Revised edition

Author: Rachel Barth, Died'ei Brooks, John Chambers, Ian Dunteman, Marty Hackleman, Jason Langlois, Angel McCoy, Kevin A. Murphy, John Snead, Scott Taylor, Rachelle Udell, and Lindsay Woodcock. Developed by Jess Heinig
Category: game
Company/Publisher: White Wolf Game studio
Line: Mage: The Ascension/World of Darkness
Cost: $29.95
Page count: 308
ISBN: 1-56504-405-3
Capsule Review by Rory Hughes on 05/04/00.
Genre tags: Fantasy Science_fiction Modern_day Historical Horror Espionage Conspiracy Vampire Gothic Asian/Far_East Diceless Generic
It has been said that civilised man seeks out good and intelligent company, so that through learned discourse he may rise above the common savage and closer to God. With this in mind, it seem seems strange that, nowadays, Mage players would rather spend their time arguing relentlessly about who is the best! I am no exception, and so here is my view. Here is my Mage the Ascension: Revised review.

Mage has always been regarded as a special game. It was seen as a special game when it was first released in 1993, when its preview in White Wolf magazine had Ray Winniger claim "it is an achievement like this that might one day break our industry out of the ghetto we've built for ourselves". It was still a special game when Dragon magazine declared it as "arguably the best fantasy roleplaying game of the decade." It was still a special game when Mage: Second edition was reviewed, in 1996 by Arcane magazine who described it as a "pretentious, dark and often difficult game" and also "the background and concepts are vast in scope and they can be bewildering for the player who is new to the game." It also said "What you get is background, background and background... Oh and then a few rules are squeezed in at the back". All these quotes are genuine by the way, but let us put the last few into context. Arcane magazine awarded Mage: the Ascension Second Edition an 8/10 mark or, on a nominal scale, "Very good, with few problems. Recommended." But considering that other games such as Feng Shui, Conspiracy X, and Deadlands had all received 9/10 ratings from this magazine, along with an "Arcane Seal of Approval", this did seem to be something of a climb down in its ratings. I will address what I think the reasons for this were, in a moment, but it is clear that Mage: Second edition could have been improved upon.

So what made it a special game? Well, the answer lies both in its background and in its magic system, both of which are linked. The magic system has its roots in Ars Magica, but also in the freeform Amber game, both of which are seen as "classics" in their own right. It is significant because it develops a philosophy for the system so that it doesn't just feel magical, if you're not careful, it almost seems believable. The system itself, describes nine "spheres" of magical study, which are used to cast magic. These are Correspondence, Entropy, Forces, Life, Matter, Mind, Prime, Spirit and Time. A mage's knowledge in each sphere is ranked, as with other abilities from 1 to 5. As a mage increases his or her knowledge in each sphere, reality can be manipulated to a greater and greater degree. For example, at Correspondence rank 1 a mage could perceive immediate spatial perceptions, whereby the mage can develop precise and intuitive judgements of distance or area. By rank 3, the mage would be able to tear the very fabric of space itself, allowing the mage to perceive space a long way away, or even to create portals to get there. By rank 5 a mage could not only create links between space, but could change the very nature of space itself. The mage could stretch distances, alter volumes and mess around with the very concepts of angles and arcs. The spheres could also be used in combinations with each other, which in theory meant that with enough knowledge and imagination, literally any effect could be achieved. All of this, however, was kept in check by a force called Paradox, which provides the link between this system and the background. It must be noted, in Mage Revised, that the magic system is better organised (for a start, is all put into one chapter, so you don't need to keep flicking about) and that the descriptions of the Spheres and their effects are greatly expanded upon. It would have been nice to get a few more examples, particularly with the rotes, although you would have found no more in the Second edition, either. Some of the language has changed, in the revised edition, too. On the whole it is less jargonised, and has a few less of the Unnecessary Capital Letters that were previously a White Wolf trademark. Many people will note other "bits and bobs" changes in the rules, but frankly, I don't care too much for rules anyway (it's the concepts that are important). In truth, when it comes down to it I will use the rules I need in my game, and ignore the rest.

The background of Mage revolves around the idea of a subjective reality. It is a concept borrowed from Jung, who described a "universal unconsciousness", incorporating the dreams and perceptions of all people into a whole. This consensus is represented in Mage by the "Sleepers" who maintain the form and continuity of their reality as a whole, simply by the power of their beliefs. The Mage game plays upon this notion by describing mages as beings who have "awakened" to realise that reality is not fixed, and it can be manipulated through a strong will in their own beliefs. As the mages become more and more enlightened they come to realise that they can, themselves, transcend the limits of their own beliefs and actually forge reality in anyway they wish. However, because the consensus of belief amongst the vast majority of sleepers is that reality is fixed, "reality" reacts against the manipulation of itself. This force, that stops reality being twisted out of shape, is called "Paradox." Within the Mage game there are two types of effect: "Concidental" magic which is subtle enough to not challenge the consensus view, and "Vulgar" magic which evokes large amounts of paradox. If a mage accumulates too much paradox, he may well explode or take any other punishment a Storyteller may wish to hand out.

The background also develops a cosmology, based on the World of Darkness as presented in Vampire: the Masquerade and Werewolf: the Apocalypse, but also extrapolated from the concepts presented within the magic system. This cosmology is very complex in that it attempts to incorporate all the (pseudo) philosophies presented in this game and wrap them up together. It is a key difference in the approach of Mage: Revised as compared to Mage 2nd, in that it attempts to start from the "bottom-up", focusing more on the World of Darkness, as opposed to the attempt to focus from the "top-down", as before. This approach is certainly easier to manage and to present to new players. It is also a clever way to avoid a lot of the difficult issues in the viability of the reality it presents, whilst linking it better to its sister games. However, the spirit world is introduced in this book, in a more concise way, as part of the World of Darkness chapter, which leaves plenty of opportunity to expand in future publications. This I hope will happen soon because, personally speaking, the spirit world is the best part of Mage's background.

The mages themselves are grouped into nine "traditions" plus one other group in this book. Other sourcebooks describe more groups. Each group has a background, details of its organisation, the factions within it, the philosophy of the group, the failings of its philosophy, its theories and practices of magic along with a speciality sphere, common foci (tools) and character concepts. Again, it has to be said the level of detail is substantially greater than in previous editions, which means there is a lot more material for players to develop interesting characters. It also means that you will not need to purchase the obligatory "splatbooks" that you normally need to get to flesh out these groupings.

Character generation is basically unchanged from the Second edition, its highlight being the use of a three-dimensional personality construct. This is where players select archetypal personalities for their nature, essence, and demeanour, meaning that it is relatively easy to create interesting, well rounded characters in a reasonably short period of time. There has also been a new type of trait added: Resonance. Resonance is an attempt to promote flavour into the magic system, and possibly part of the general drive in this book to roleplay your characters better. Unfortunately, I think it could have been done better. At present, there are three types of Resonance (Dynamic, Entropic, and Static) with each given the usual 5-dot rating. At character generation, you are required to choose 1 dot, from one of these and add an adjective to act as a descriptor. As of yet, there are no rules of any substance to add to this. Personally, I like the idea, but would have preferred an approach similar to that of Passions in Wraith: the Oblivion; with longer descriptors and less focus on the mechanic. Otherwise, character generation is a well balanced, well explained and thoughtful process, though again it could have been done with more examples.

The rules of the game are too, largely unchanged, aside from a bit of tweaking here and there. The combat system is adapted from that presented in Vampire, which in turn adapted ideas from Trinity. The result is that you have for the first time a combat system that works without devolving into an extensive series of dice rolling without any consequence. The key here is that it reduces the number of dice rolled at the initiative stage to one die, and that the number of successes gained at the attack roll forms the base of the damage roll. There is also a distinction made between bashing, lethal, and aggravated damage. I would have liked to borrow a few more ideas from Trinity, like replacing the soak roll with a threshold value. However, as a whole the World of Darkness system has a more flexible basic mechanic than that of Trinity, with more options towards dice-less play, for example. There are other rule changes too. The magic system has made the Paradox rules for vulgar magic much stricter. You can still do it, but if you can no longer seek to rely on it, without heavy consequences. Similarly, there is a much greater drive in the rules for the characters to roleplay there magic more carefully and consistently. I will leave you to judge whether that is a good or bad thing, but for me good roleplaying makes a roleplaying game more fun, for all involved. And that is what gaming is all about.

Perhaps the most contentious issue, between editions, is that of the "Metaplot" and its repercussions in the background and the rules. For a start, yet again, it must be said that the way in which the background history is presented is better organised. It is more concisely written and in its own chapter. The story goes that for centuries an "Ascension War" has raged between two major factions, plus a few others but to a lesser degree. The major factions were the Traditions as presented in the core rulebook, and the "Technocracy". The Traditions, as the name implies, represented the mystical traditions that could be found around the world. It describes two "Mythic Ages" where their magical views held sway. The "Ascension War", supposedly started with the rise of the Philosopher-Scientists in the Order of Reason which was later to be called the "Technocracy". These represented the rational scientific concept of reality which we, generally, view the world with today. Again, unsurprisingly, it was noted that the Technocracy was winning the war, here and now, hands down. The "Ascension War" was one of the central concepts in the background before Mage Revised moved to end it. Now read this quote from Mage Second Edition:

"The winners of this war will do more than merely rewrite history-they will draft the future. It shall be their right to decide how (or even if) Man and the universe Ascends"(sic)

In other words, this is philosophy through pugilism, or in truth no philosophy at all. Regardless of the points made within this book stating that the war can be philosophical as well as physical, the fact is that Yoda would not have approved! I say, in a game that carries such themes as "tolerance" and "enlightenment", having an Ascension War as a central concept made this game fundamentally pretentious. Whatever your views on the "Avatar Winds" (and they did need something as a replacement, or else mages would have nothing to do except contemplate their navels), it is better than the Ascension war. Much has also been also of the lack of material for the Technocracy. Well again, there is a concise summary within the World of Darkness chapter. There is no mention of them in the Antagonist chapter which details Storyteller enemies and statistics, which could be seen as a fault, but again, there wasn't any antagonist chapter in the Second edition, just a few statistics thrown in an appendix in the back.

The Mage Revised edition game also differs from its predecessors in one very important respect: It is, within the context of the gaming industry, very interesting indeed. When I asked my mother, bastion of all wisdom, to give her thoughts on the difference between the two books her immediate response after checking out the two books, was to question whether the new edition was written "by a woman?" Having checked the creditors at the front of the book it does seem to have collected a few more female writers than before. Now for sure, I am only certain of the targeted market of one Games company: Games Workshop explicitly state that their products are aimed at "11-16 year old boys". However, it is a fact that the vast majority of games within this industry are of the "Fantasy/Sci-Fi/Horror" genre. I am aware in gamer's polls, it is suggested that something like 80% of gamers prefer the "Fantasy" genre. If that's what they want, then give them what they want cries the marketeer! This is pandering to the lowest common denominator and I must say, it is an attitude I detest. What about other people outside of this group; there are other books on the bookshelf! On television, soap operas and social dramas have continued for decades to be extremely popular, so why shouldn't these genres be attempted in a roleplaying game. Much is made of the connection of Mage to The Matrix and its success thereof. But what about the success of American Beauty at the Oscars. Because of the greater personal focus of Mage Revised, the move away from a jargonised background, and the requisite of a more subtle magic from the protagonists, this type of story becomes possible, whereas it wasn't really before. In short this means, the game now has more options than before, with a wider potential audience. The World of Darkness was once accused of being adolescent in it's world view. Perhaps, these are signs of growing up.

The index could have been a lot better, and the writers still have a tendency to refer to things before they have defined them. I have dropped a point in their rating because of that. Otherwise, I give it 5 for style and 4 for substance. That's 9 out of 10. Here's hoping that in another 5 years I might see a new Mage core rulebook getting 10/10 in a review

Style: 5 (Excellent!)
Substance: 4 (Meaty)

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