Product Blurb
Reality Overthrown!
Their heritage is magic, their quest truth. Every
culture has nurtured or condemned them. They lead
humanity to the far horizon and beyond. They are mages,
the inventors of sorcery, science and faith. For centuries
they have battled to define existence and lead humanity
to an enlightened age. Now, in an age when technology
is humanitys magic, the magicians of yesteryears mystic
Traditions fight for survival and the key to the cosmos
itself Ascension.
Choose Your Truth
The heroes of Mage: The Ascension, revised in the
tradition of Vampire: The Masquerade, have lost their
war for reality but the struggle continues in this
quintessential volume. All of the Traditions are updated
and elaborated, along with the history of mages in
the World of Darkness. Explore the revised rules of
the Spheres, Resonance and Paradox. See the devastating
changes that signal the end for the Ascension War,
and learn how modern mages survive 2000s Year of Revelations.
From the White Wolf website which
can be found at www.white-wolf.com |
Product Review
Page Count 310, Hard Cover.
What is reality? Is reality constant? Has there ever
been something we could call now a griffon or a dragon?
Why are our lives the way they are? Who are we, where
do we come from and what’s the point of our
existence? And, of course, where will we go? Mankind
has asked these questions (mostly the latter ones)
since time immemorial. There have always been things
to wonder and be amazed at. Mage is not the answer
to these questions, no game is. The questions lie
out there for us to work on them, giving us important
things to ponder upon. Mage is a game about wonder
and amazing things. Mage is a game about people who
question the universe. People who have dug a little
deeper into the fabric of reality, and who can rewrite
small portions of it. People who matter, who can make
a mark.
Back in the mid-90s, when I first heard of this game,
I was like: “Ha! What has a game of human magicians
to offer me, when I have Werewolf: the Apocalypse,
or even Vampire: the Masquerade?” But, what
I didn’t understand back there is that Mage
is not a game about stomping on stuff. It is a game
that mixes philosophy and myth, the greatness of the
universe and the small but valuable things of life.
It is a game about the waning magic of the world.
The player takes the role of one of the Awakened.
These Mages used to be (somewhat) common folks, who
realized something about the universe around them.
Something in their minds clicked, and they were blessed
with the Awakening, the act of realizing that the
world is a dream woven by billions of Sleepers. This
knowledge gives them the power to literally rewrite
reality. Unfortunately, reality is an almost alive,
almost sentient, entity, and one it doesn’t
like to be disturbed.
Mages must overcome the enormous
weight of reality whenever they try to bend or break
it in favour of their beliefs and needs. Sometimes,
reality slaps back, and Mages can be quite sorry for
the “damage” they inflicted on her. The
“Traditional” Mages are divided into no
less than nine factions, appropriately called “Traditions”.
These Mages used to wage a war to help humanity achieve
what they dubbed “Ascension” (thus the
name of the game), which is a state of spiritual transcendence.
In the Revised Edition, this war
was lost, mostly because people preferred mediocrity
over amazement. The traditional Mages’ factions
include the ever-present Hermetics, yes, those academic,
Harry Potter-like, guys (also the mages in Terry Pratchett’s
Discworld); the Celestial Chorus, a religious group
that believes in Ascension through divine music; and
the Verbena, druidic, pagan, “forest witches”,
among many others.
The staunchest enemies of the Traditions are (or used
to be) the Technocrats. The Mages in the Technocratic
Union resent being called anything other than “enlightened
scientists”. In their own eyes, they don’t
perform magic, they only use ultra-advanced science
to change the world around them. It is partially because
of them that we can all enjoy our TV, computer and
Internet connection. The Technocracy had their own
way of helping mankind to Ascend: through technology.
They gave people technological tools to empower them,
to help them do the impossible. But humanity also
didn’t realize the wonder in this, so the Techies
ended up with a flawed world, and nothing good on
the horizon.
The upper echelons of both groups have been severed
from the world (those old fogies lived in alternate
dimensional bases, beyond what Mages call Horizon)
so now Mages have the unique chance to do some good
without the weight of the war on their shoulders.
The events that shaped the “Revised” World
of Darkness gave a whole new twist to Mage. The death
of the Ravnos Antediluvian and the destruction caused
by the Sixth Great Maelstrom caused the Avatar Storm,
which makes it hard and very painful to travel through
dimensions, getting worse the more powerful you are.
This makes it impossible for Masters and Archmasters
to return and give advice to their “inferiors”.
Mage gives you the opportunity of playing an odd character,
one that can make changes, for good or for evil (the
World of Darkness has witnessed too much of that,
though). Mages come in all shapes and colours, and
each one may be unique.
Mage: the Ascension uses the Revised Storyteller System
(the same from Vampire and Werewolf Revised Editions)
and a great magic system, not based on spells like
other systems (even in the same line) but on creative,
dynamic magic! This might give players a hard time,
especially when fine-tuning what’s acceptable
for any given chronicle and what not, but it can be
very rewarding. Mage Revised introduces (even though
it isn’t very well explained) a new trait called
Resonance, which colours each Mage’s reality-weaving
with a unique flavour.
Anyway, I have to go to the Unseen University. A guy
called Rincewind or something like that is waiting
for me, and I’ll be late, as usual. Sorry, gotta
run.
Reviewed by Matías Timm |