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Mage: The Ascension (Mage)

Mage: The Ascension (Mage)

List Price: $29.95
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Product Info Reviews

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Rating: 5 stars
Summary: Hard to play
Review: Beautiful Role Playing Game, but very hard to play, I think it's good for experienced Masters because character are very malleable, so it's simple to crash an adventure for loss of game practice

Rating: 5 stars
Summary: Reality is yours...if you can control the power
Review: Dark forces approach, bent on world corruption. Technocratic minions seek to turn the world's mortals into mindless sheep and calicify the world in an order of static reality. And mad magicians wield their power without the knowledge of what they do. And you, a human Awakened to the power of Magick possess the key to stopping them all, unless you destroy yourself first. The third book in the World of Darkness series, Mage: The Acension is a story of human beings given power to fight back against the supernatural forces such as vampires, werewolves, and other, darker minions. Choose from one of nine traditions or seek your own path as you attempt to master your Magick and gain wisdom on your path to Acension. But beware, for because you exist, you have made enemies uncounted, who stand in every shadow ready to strike. Humanity is depending upon you to protect them from the dangers they are unaware of. You'd better not let them down...

Rating: 5 stars
Summary: This is what the game always should have been
Review: Forget Revised, this is what the game is really about. A generic setting in which you can launch a game in any time, any where, with any who. The revisions made from visionary-but-glitchy First edition make it much clearer and smoother to run.

Has everything you need to start an Ascension War chronicle (whether you want to get involved in the War or not is another matter), including details on the Technocracy, governments, secret organisations, the Umbra, the Digital Web, and a little on history.

Magick is appropriately powerful, and the game flows much more than the "crunchier" games like Vampire or Werewolf. It's a harder game than those, requiring more in the way of maturity and intelligence, but far more rewarding. And you don't have to play some kind of freaky monster.

Rating: 5 stars
Summary: great
Review: grea

Rating: 5 stars
Summary: I wish they'd reprint this game!
Review: I really do wish they'd reprint it! Mage 2nd edition has potential! Stories can *happen* in it! It's not a bunch of gaming execs trying to squeeze a few bucks out of Vampire and Werewolf players so they can have stupid little duels to prove which kind of supernatural PC is tougher, unlike some more recent stuff! Mage 2nd edition is the *total* modern fantasy game!

Rating: 5 stars
Summary: Magick at its best
Review: I've been playing RPGs now for 10 years and havent found something as good as this book. In my personal opinion the magic system is the best system there is and the stories you can come up with are unlimited. Besides, why play with a Vampire when you can create and manipulate reality at your wish.

Rating: 5 stars
Summary: Th absolute best of WoD!
Review: I've been Role Playing for a while now, and even though I'm only 16, I've found WoD (World of Darkness) the most interesting and amusing. Well, playing Mage can put you into many different scenarios and can give you some seriously wacked-out plot lines (To Role Players- try adding the other WoD groups for an interesting plot line!). I think Mage is the easiest to follow out of White Wolf Role Playing games, and with the simplicity you get an understanding of the game and the way Role Playing works. With the understanding of the rules, you can develop your character into a more realistic person. *Warning* Don't get too far into the Game!

Rating: 4 stars
Summary: Complex intellectual game of Magic(k) in the modern era
Review: If you want a game to melt your mind, pick up Mage. This is the third of five lines of game books in the World of Darkness, and the one with the most hope. In Vampire, Werewold, and Wraith, you play the monster. In Changling, you play the doomed to die crazy hero. In Mage you wrestle with Reality. Your views shape the world around you. You are fighting other views, that clash with yours, to the point where your magic can be harmful to you. Overall, this is a great game. The layout is average, the system is standard White Wolf. The philosophy is fantastic. The world is what you make it. Literally. Things exist and happen because people believe they do. Your job is to change or survive people's beliefs. On the negative, the index is one of the worst I've seen. 1st Edition Mage had a much better index. The index is too short and not nearly complete enough. It even lacks the normal page framing, making it look like the authors forgot to do it before sending it to the printers, and just whipped something together. If you use this book and this game, make sure to use sticky notes for your most common rules...

Rating: 1 stars
Summary: No Good
Review: It gave mages to much power, and makes characters to hard to beat by other characters, that are like garou or vampires, and it wasn't specific enough

Rating: 4 stars
Summary: It's White Wolf... what can I say?
Review: Let me start my review by saying that I view all White Wolf games (at least the 5 main games) as being equal. That's right, I'm not going to promote one book over another. The beauty of all White Wolf games is the "Golden Rule:" The game is up to the storyteller and players. If you don't like an idea, change it or ignore it completely. This works quite well with small groups if you feel comfortable with table top or LARP. However, when you get to larger groups (esp. roleplaying online) it's more difficult to decide on which rules are practical and which ones aren't.

This edition of Mage *does* have a slight problem with clear definition of rules and systems, and I've yet to see any of White Wolf's books completely cover the systems as they pertain to other games (for example, can a hedge wizard be discovered as such using the gift "Scent of the Trueform?"). As with all of White Wolf games, I think this is a game best played with a small group of close friends.

Now a little more about White Wolf and specifically Mage. I don't know how many have noticed this, but all of these games probably seem like they're shaped after Myths or other real-world beliefs (no matter how obscure). The reasoning for this: They are! Take a look through the bibliography of a White Wolf book and marvel at the resources. This is one area where I would promote Mage above the other books (although I said I wouldn't) because in reading through this you get a small glimpse at the beliefs of so many other cultures. What's even scarier - notice how people of different cultures seem like they live in "another world?" If you really think about it, the Mage concept isn't hard to follow at all. We see this in everyday life. We believe things to be one way, and that's true for us. Others believe differently, and that makes their reality. What happens when the two collide? Disagreements, fights, all-out wars (think of the Inquisition)... It's really a great game to get into, but if you're not all that much of a roleplaying fan it's just nice to read and ponder the concept. Great little quotes and mini-stories, too!


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