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World Famous Comics: Mage: The Ascension (Revised Edition)
Mage: The Ascension (Revised Edition)
From: White Wolf Publishing
Publisher: White Wolf Publishing
Average Rating:3.50 out of 5.00 stars
Binding: Hardcover
Label: White Wolf Publishing
Number of Items: 1
Number of Pages: 296
Publication Date: February 03, 2000

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Mage: The Ascension (Revised Edition)
List Price: $29.95
Used Price: $20.05
Collectible: $99.99

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Customer Reviews
Average Rating:3.50 out of 5.00 stars

5 out of 5 starsThe best White Wolf has to offer...
Not quite sure why this revision of Mage: The Ascension scored such a low rating, this is possibly the best revision of the game available. The game is a complicated one, but if handled with creativity and drive one can easily master playing one of the greatest role playing games ever made.

Originally modeled after Ars Magica the role playing game, Mage is a tale about wizards fighting in the modern world. While it bears only some "Tradition" names in common with Ars Magica it holds its own as a solid and unique role playing game. These mages are not the pointy hat, robbed fellows you find in Dungeons & Dragons; the mages in Mage are average people with a unique ability to manipulate reality. The revised edition also brings to light an abstract thing called Paradox - reality's way of snapping back and harming the Mage for creating something out of the ordinary.

The revised edition of this game is truly remarkable and explains in detail how such things as Paradox and magic Spheres work (the mage's magic powers so to speak). Many have accused the role playing game of being too convoluted but the intelligent role player will - perhaps with some effort at first - be able to understand how Paradox works and describe it either in text or words depending on what type of RP game he or she is playing in (the same applies to Spheres).

Paradox for all intents and purposes isn't a straight forward thing, instead if the mage creates something out of the ordinary or botches on a magic role he suffers the number of paradox points mentioned in the box - this is, of course, all subject to change as the GM of a game is the final authority in what is considered "breaking the rules." Paradox is then explained. It isn't merely a force which "hurts" the mage; it is a plausible, almost coincidental occurrence which can render the mage in quite a bit of pain or... in some cases, dead. One major struggle then in mage is trying to make your magic seem like mere "coincidence" so as not to upset the forces of reality.

The magic Spheres covered in this book are excellent - in no other revision has the magic in Mage been given so much creativity - unlike any other role playing game you now have the chance to make up your own spells and enchantments. Perhaps alone worth the price of the book, the Spheres section goes over each and every magic Sphere in the game and gives you detailed descriptions of what each and every level does.

Fireballs from fire and earth shaking spells from earth? Not a chance, in this game you actually get to make your own spells - mixing Forces and Prime for instance to summon something out of the blue (the Prime Sphere, a flame for example) and propel it (a decent mastery in the Forces Sphere), which can essentially make a fireball (if you want to risk getting the effects of Paradox).

It goes without saying that this role playing game was not made for small table top groups, instead it is better played on a "World of Darkness" game online in which other players play humans, vampires, and werewolves among other things - a world in which seeming "normal" is very important. More importantly magic can be explained in lengthily prose as too can be explained the effects of Paradox whereas in a tabletop game this might be difficult.

I've read a number of complaints in reviews on how little Nephandi, Marauders and the Technocracy are covered. This is more than intentional and the reason for it should be a little more than obvious: with source books on the way, it goes without saying that White Wolf should leave quite a bit of information out. I'm /not/ a fan of this either, but Dungeons & Dragons releases books where you have to buy every single source book in order to keep up with the game, I figure White Wolf is ahead of the game by putting out a playable system every time they release a core book but require individuals to buy additional sourcebooks. (Many of the sourcebooks in D&D are also quite useless - as many D&D fans know but also know they serve as essential references with information intentionally left out of the campaign books. White Wolf's sourcebooks typically cover everything in good detail.)

As a GM in a number of White Wolf systems I'd have to suggest readers to disregard comments telling them not to pick up the revised edition of Mage as a starting point. Many of the essential game components, such as Paradox, Magic Spheres, botch rules, and other die rules are covered poorly in previous editions - while I mean no disrespect to reviewers who feel otherwise, revised is essential to play in mostly any Mage game (especially online).

Lastly one of the major complaints about this game system is that it describes the Technocracy as winning the Ascension War. If you have a problem with it, like most GMs you should create your own source material to give to players telling them of any plot/epic level changes you made. Again, everything in this game can be changed and quite easily (the effects of Paradox are not the result of the Technocracy mind you, they are instead the result of a mindset which humankind has developed... disbelieving magic, believing more in technology, a mindset which makes this game realistic).

A /substantial amount of creativity is needed on the part of the player./ It is warned at the beginning of the book that this core book should be used as a guideline only - skip that in Vampire: The Masquerade if you'd like, but in Mage it is essential for proper game play.

Describing things in depth creatively comes before any and all die rules when playing mage (if you dislike this idea than perhaps the game system isn't right for you, if you like it though, give the game a try). That being said this game cannot be played properly after simply reading over the book, it takes a long time of practice with writing descriptively or speaking descriptively should you venture to play it at a tabletop. The rewards of playing this game system are amazing though as you will be able to play something creative and unique with magical powers in a realistic world.

The only downside with the game is that it is difficult to consistently think of creative ways to play your Mage (something which is essential). While I'm sure this game will provide the you - the reader - with months of entertainment, it is possible for the enthusiasm to die down after a few years (whereas D&D games can be adapted and revised by GMs for years of Friday night game sessions... so it might be more trouble than it's worth).

Superb game all in all! In my opinion this is certainly one of the best and most creative games White Wolf has to offer!



4 out of 5 starsThe Mage Tarot
This item is not the Mage book. ISBN #1565044401 is The Mage Tarot deck.

I couldn't wait to see a deck published after being teased with scattered images of tarot cards in the Mage books, and this is a full deck. All 78 cards!

In addition to the spreads, and interpretations for each of the cards, the booklet lists associations with the traditions, concepts, and creatures of the "World of Darkness". There are also ideas for using the cards to aid in character creation, suggest plotlines and subplots, and more.

This deck is meant as more of a storytelling tool than as a true tarot deck, but I like it both as a gamer, and as a tarot collector.



4 out of 5 starsNot Better, Just different
I remember Mage: the Ascension from it's first edition way back when, and it was a really good tabletop RPG. Players were mystic (or even technomantic, in the cases of the Virtual Adepts and Sons of Ether) revolutionaries fighting for mankind's freedom of thought, misfits championing ancient and/or fringe beliefs that could make people's lives better, protectors of cultural diversity in the face of the Technocracy's homogenizing cultural influence.

I remember Mage Second Edition, which refined all this a bit and delved more into how Mages fit into the rest of the World of Darkness. This, too, was good, as Mages are as much a part of the world as anything else.

And now there's the revised edition, the one above. The Technocracy and the spirit worlds aren't really dealt with in this book to leave space for dealing with the core rules. Yes, those things are important, but they have long since had their own sourcebooks for players interested in them. The Umbra in particular isn't discussed because starting players, given the current (as of this book's publication) metaplot, can't get there. Mages have been cut off from their friends and places of power in the spirit worlds, and are now forced to do what they had been avoiding for so long: dealing with the rest of the world on a regular basis. How do you champion individuality for an apathetic populace? How do defend freedom of thought for people who don't want to think for themselves? Is it worthwhile to aspire for wisdom, enlightenment, and personal gain while the rest of the world goes to hell in a handbasket?

This edition of Mage: The Ascension is just as good as all the others, and brings up whole new themes for players and Storytellers alike to enjoy.



4 out of 5 starsWell...
I run a a Mage LARP, not a tabletop. However, I have still found this book to be a valuable resource.

Where the Laws of Ascension books skim over details, this book fills in the gaps. I have no experience with the previous incarnations of this game, but I like the direction this game is going in.

This game focuses on the small changes that characters can make to make bigger changes for the world. It gives storytellers more room to take the game in the direction they want it to go in.



5 out of 5 starsThe Best Revision yet!
This game is a descendant of an older White Wolf Game called Ars Magica. The basic concept of this game is to posit a "reality" in which various styles and traditions of magic and technomagic exist in a world much like our own (the World of Darkness). Imagine an RPG (role playing game) in which you play the equivalent of a character like Neo from the "Matrix" who possesses the power to bend reality to your will. This game offers such possibilities. While several editions of this game are available, this latest revision makes the game more playable than all the prior versions. In this new and improved system Mages (those who can work magic) are more restricted by the beliefs of humanity, less able to interact with powerful Mages who are exiled from Earth and more able to create a world of their own. The setting has evolved with the times, modernizing it, streamlining it and putting it in line with the other World of Darkness games such as Vampire and Mummy. The game mechanics are a vast improvement and make the game simpler and more enjoyable. This is truly one of the best RPG games in the market and as a long time storyteller and player it receives my highest rating.
Enjoy!


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