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Playtest Review
July 12, 1998 Edited: August 28, 2017 by: James McPherson
James McPherson has written 21 reviews, with average style of 3.81 and average substance of 3.81 The reviewer's previous review was of Savage Passage.The reviewer's next review is of Nephilim. This review has been read 1221 times. |
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Fans of previous Mage games will note some serious changes. While based on the rules from second editionM:tA, there are some drastic changes to bring it inline with the world-view of the 15th century. The basics of still there, but it's no surprise that four centuries will have a dramatic impact on the mystic paradigm.
Unlike the 20th Century Tradition mages, each midieval tradition is quite sure that their particular style is the "One True Way." This binds each mage to his or her particular foci and tools much more than their modern equivalents, rendering them powerless without them. It does, however, allow them to focus their power in ways that no modern mage can match. While less flexible, they retain all of the wonder and most of the power players have come to expect along with a healthy dash of unique style that was lacking in previous supplements.
There is also one more era-specific rule that adds immense flavor: the Fortune Dice. These dice are the mechanics means of expressing the result of multiple paradigms clashing. Every time a mystic uses magick there is a chance that whatever Sourge (Paradox) a mage has acquire will be expended. However these are strange and unusual times and the masses are reconsidering their opinions of the world. Scourge may not result in the Baneful backlash of modern times but instead may give the caster a Boon, such as additional Willpower, increased health, automatic successes, or even wealth. These Boons and Banes do not necessarily take effect immediately but at the Storytellers discrection.
Aside from the new rules on magick, M:SC has incorporated an extensive set of additional rules on combat. General purpose brawling maneuvers, fencing, Do, and the tricks of those new-fangled firearms have all been included. There are enough different features to give GM's a framework to start with and yet not so many as to hem them in. The special moves and new tricks all have a realistic feel that adds to the overall validity of the system.
Even though I feel the setting is the most important part of this game, rules can make or break an RPG. M:SC still suffers from the flaws inherent to the World of Darkness systems, but the significant thought that went into updating the magic rules and melee combat so that they avoided directly conflicting with the rest of the World of Darkness compensates for much of that. Now the long-standing rules problems remain little more than annoyances compared to the richnes of the overall game system.
This game is perfect not only for those looking for midieval Mage games, but for individuals looking for ways to bring Mages into their other WoD games. The rules on foci put sufficient limitations on the mage while actually enhancing their power that they can be played without worrying about the mages upstaging the "stars" of the game.
Style: 4 (Classy and well done)
Substance: 4 (Meaty)
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