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Mage: The Ascension: Slipcased

Mage: The Ascension: Slipcased

List Price: $69.95
Your Price: $69.95
Product Info Reviews

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Rating: 2 stars
Summary: Disappointing, but it has it's good points
Review: As a fan of the Mage background since I've come across it (3 years previously), I would simply like to echo the concerns voiced so far. While some aspects of the system were improved, bringing Mage into line with 3rd edition Vampire, other aspects of gameplay were neglected (such as explanations of Resonance). However, I too find that the background has suffered horribly. Definately worth a look for new players, as finding 2nd edition will become more difficult, and perhaps worth it to veteran players simply for reference or a tool to perform their own conversion into 3rd edition rules.

Enjoy!

Rating: 4 stars
Summary: Mage: The Complex, But Fun Game...
Review: Before I had purchased this core rulebook, I was sure that it would be too hard to play (probably like many of you). Many of the roleplaying community stated their discomfort when playing the game. This discomfort was caused by not clear understanding of the rules. White-wolf and the authors should have made it clear that this game was intended to be concentrated on, more than the other world of darkness games. Other than that fact, I thought that this game was overall, pretty good. Like I said earlier, make sure that you are devoted and will study the game to clearly understand it, that way you will enjoy your puchase throughly.

Rating: 3 stars
Summary: I really want to hate this book, I really do.
Review: But unfortunately I cannot truely hate this book. Because as much as I would hate to admit it, Mage Revised does clean up some problems with the Magick system. In Second Edition the magic rules were much harder to figure out. That has all been cleaned up in Mage Revised, and yes that makes the game much better. However I have many problems with the game. The game assumes that the Ascension War is over... although if that were true any other Ture Mage would die from paradox for casting any spell. It is more like "The Ascension War is Over" although nothing has actually changed that much. In fact the writing cannot seem to decide if the war is over or not. It mentions that people still fight the Technocracy, and in much of the same ways as before. That seems to be a common theme in much of the new material, they cannot decide if it is the way it was, or a new way. Like the paradox rules. Some parts say that you lose all your total in a backlash, while other parts say it happens like in Second Edition. Very confusing. Also they had almost no information on the Umbra and the Technoracy, making you buy other books (Namely "The Book of Worlds" and "The Guide to the Technocracy") to fill the void left out in this edition. Over all I cannot recommend it, and suggest that you go buy Second Edition if you can still find it.

Rating: 5 stars
Summary: Truly Magi:
Review: For those of you awakened, who recognize the ancient jewish Cabala and its similarities with the gnostic christias and persian religions. For those who know Melchizedek, Zoroaster and Abraham were Magi. Only those who truly know the origin of them will truly appreciate this book. Others might expect something like a D&D 18th level magician, but magicians are not magi... remember that. As always, good research and excellent artwork, though not the best era form magi it can complement on Vampire or Werewolf chronicles.

Rating: 2 stars
Summary: No longer special . . .
Review: Gosh. I remember buying Mage when it first came out. I was floored: this game was beyond good, it was mind-expanding! A couple years went by, and I heard Mage 2nd Ed. was due. My first thought was 'Oh no, what're they gonna do to my game?' I was amazed and pleased when I read the second edition. I didn't think Mage could be improved, yet it was!

I begin with this little story to illustrate why I'm so disappointed with Mage Revised. I'll admit that the Sphere abilities have been rewritten with clarity in mind, and I appreciate that the Traditions rules are a little more forgiving as far as magickal styles and starting Spheres. My greatest objection is that Mage has been dumbed down. No longer does a mage perform 'magic-with-a-k': your reality-warping zooterrorist or would-be messiah is reduced to the same level vampire or werewolf, power-wise. The text tells you again and again: "Mages aren't special." They say "Mages aren't functionally different than any other WoD denizen." They say "Magic-with-a-k leads to hubris."

Listen. You're playing a character who warps reality by the application of his or her will alone. Hubris is the focal point of the game!!

Buy Revised for the rules clarifications for Spheres, et al. Buy 2nd Edition for the feel.

Rating: 5 stars
Summary: Whats wrong with a little darkness?
Review: Hey, I've read the reviews for this. What's wrong with this book? The art is better, the rules more concise and the overall presentation is great. People are just mad because their mages can't be Gods now. That was never the intention. So paradox is applied for a succesful spell role, that's the way it should be because the dibelief is so oppresive its nearly immposible to get through. Yes, mages are cut off from the umbra but there is a reason people and that is important. too many people dislike change but this change is good. There is alot of darkness with just a glimmer of hope but it is that glimmer that keeps the mages going. nuff said!

Rating: 5 stars
Summary: Great Roleplaying Tool!
Review: I got this deck, just because I wanted to get to look at all the pictures on the cards. I know, silly me, but they are the same cards shown in all the Mage books. The cards actaully come with a warning that they are not meant to be used for real readings, but list several ways to use them in games, like creating charactors, or stacking hte deck for foreshadowing in readings. They come with a very nice book that give lots of ideas on how to do readings and otherwise use the cards. Even better, each card is matched to a Tradition or the technocratic version of traditions so they can be very useful for generating ideas for NPCs (something that can be very difficult for me.) If you are looking for a neat tool or toy to enhance your games, the cards are great. If you want a deck for doing real readings, look somewhere else.

Rating: 5 stars
Summary: Seriously, this is the greatest single book of all time
Review: I have a double-endorsed Bachelor's degree in Philosophy and English (Creative Writing), and I read *a lot,* and I also take philosophy very seriously. That said, I don't really want to go into great detail as to my justifications, but I honestly think that the core book for Mage is the greatest book ever written, of any type. That may sound completely insane, especially considering this is just a piece of a role-playing game, but try to realize how well this book breaks down all of reality into nine complementary studies, and provides a simple, categorized view of the history of religion, philosophy, etc. as represented by the viewpoints of the traditions. This book covers the entirety of human understanding, summarized from the dawn of civilization until today, neatly separated, simply explained, well-balanced, excluding very little.
Seriously, if you want to whine about the metaplot, you're missing the point entirely and you should stick to Changeling,.... Be a hunter or something. Besides, since when was the meta-plot outside of storyteller's discretion and control? The bit in the book is little more than a possible suggestion...
I don't even roleplay anymore and I nevertheless consider this and many other mage books a valuable and necessary component of my library.

Rating: 5 stars
Summary: Seriously, this is the greatest single book of all time
Review: I have a double-endorsed Bachelor's degree in Philosophy and English (Creative Writing), and I read *a lot,* and I also take philosophy very seriously. That said, I don't really want to go into great detail as to my justifications, but I honestly think that the core book for Mage is the greatest book ever written, of any type. That may sound completely insane, especially considering this is just a piece of a role-playing game, but try to realize how well this book breaks down all of reality into nine complementary studies, and provides a simple, categorized view of the history of religion, philosophy, etc. as represented by the viewpoints of the traditions. This book covers the entirety of human understanding, summarized from the dawn of civilization until today, neatly separated, simply explained, well-balanced, excluding very little.
Seriously, if you want to whine about the metaplot, you're missing the point entirely and you should stick to Changeling,.... Be a hunter or something. Besides, since when was the meta-plot outside of storyteller's discretion and control? The bit in the book is little more than a possible suggestion...
I don't even roleplay anymore and I nevertheless consider this and many other mage books a valuable and necessary component of my library.

Rating: 1 stars
Summary: Disappointment guaranteed for old and new M:tA Players
Review: I have been a long-time player of Mage: The Ascension, and this version was a major let-down. First of all, there are new rules concerning Avatar Winds, a bogus idea that makes crossing the gauntlet harder for magi. Second, the traditions are now almost the same, only varying in their beliefs and specialty spheres. In the old version, Cultists of Ecstasy got all level 1 spheres as always active, but no more. They also cut out a lot of information concerning talismans, sanctums, familiars, and such. I will admit that the rules have been clarified, and that they made Paradox a greater threat, but they did not bring back the rotes list like I wished they would, and only barely even mention that rotes exist. In all, I'd say to go for the second-edition if you can get your hands on it. It is a much better version.


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