Modern Mage - White Wolf Games old World of Darkness
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The temptation is real. The game is written and illustrated by Zak Sabbath and Sarah Horrocks. Your actions and choices will have profound consequences on the world and people around you. Safety or sacrifice? Let them in or build the wall?
The choice is yours. The game is written by noted Swedish author Karin Tidbeck. Want to Read saving…. Want to Read Currently Reading Read. Other editions. Enlarge cover. Error rating book.
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Guide to the World of Darkness, Part Three (Mage)
Thanks for telling us about the problem. Return to Book Page. Preview — Mage by Bill Bridges.
Ken Blackwelder. Brian Campbell. Stephen Michael Dipesa. Samuel Inabinet. Steve Kenson. Malcom Sheppard. Get A Copy. Hardcover , pages. More Details Original Title. New World of Darkness. Other Editions 2.
Mage: The Awakening
Friend Reviews. To see what your friends thought of this book, please sign up. To ask other readers questions about Mage , please sign up. Lists with This Book. Community Reviews. Showing Rating details. More filters. Sort order. Apr 06, Alexis Hall added it Shelves: rampant-geekery. I bought this for H when he was feeling down because he enjoys mocking White Wolf games. It is terribly shiny.
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Of course we have not played it once. Jun 15, J. Keely rated it it was ok Shelves: roleplaying , reviewed , horror. Man, I could have illustrated this book, myself and done a better job. Always sad to see an RP book with such flat, uninspiring illustrations when so many books have been improved and uplifted by the art within them. The writing is likewise awkward, especially when the author is trying to get poetic. The thing about White Wolf books is you really have to get the feel right in the flavor text, or the whole thing becomes quickly and long-windedly tedious.
The rule set is alright, but I get somewha Man, I could have illustrated this book, myself and done a better job. The rule set is alright, but I get somewhat tired of the cookie-cutter nature of the different World of Darkness settings.
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I think in terms of feel, I actually prefer the old Mage--it wasn't as streamlined or balanced, which was a problem, but it was often strange and wondrous and possessed a real complexity that allowed a lot of different play styles. The single most important thing for a system based on story and character is that the world is varied enough that we can make a wide variety of characters, and fully-realized enough that it is a world that we would want to explore, a world where we can present many different ideas and scenarios.
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This setup all seemed too locked-down and small to really allow for that level of exploration. I struggled trying to make a character in this rule set, because instead of being able to create the character I envisioned, I was forced to cut corners and fit him into the narrowness of the pregenerated system. The whole thing is so Western, so stuck in a very particular magical tradition that it becomes bothersome to try to construct anything that doesn't fit that standard.
I feel like it might have been more effective to give the different Mage societies different cultural backgrounds and approaches to magic, instead of just going with 'the law mages, the nerd mages, the rebel mages, and druids who lack self-control'. If instead the branches had represented European, Asian, African, and Native American philosophical approaches to magic, it would have given the world a lot more depth and room for interpretation.
I mean, I'm sure they'll fill those in later with other sourcebooks, but to me that seems the wrong approach. The main book is the setting, so it should be grand and wide-spanning in its ideas, whereas later books can focus on one or another particular approach. By instead basing the setting on only one approach, the whole thing is limited from the get go. Now of course, I can modify and re-interpret things to get them to fit conceptually, but as has been said many times before: if the player has to rewrite the setting and rules to make things work, that means the original game was flawed. Sep 02, Jay rated it it was amazing Shelves: rpg , horror , fantasy , favorites.
Better and more streamlined than the original Mage the Ascension, this version is more adaptable to different situations. I don't like buying adventures for my games, so I write them myself. And I don't run a game that's anything like White Wolf's meta-plot.
Mage the Awakening and the World of Darkness rules and a little Werewolf and Promethean from time-to-time work perfectly with what I'm doing. Mar 03, Roger Royer rated it it was amazing Shelves: mages , rpg-rulebook. One of the best books for the world of Darkness setting that I have ever used. I had a lot of fun playing this game many years ago but don't get the chance to do so anymore and am really sad about that. May 16, Luke rated it it was ok. Short review: pretty but dumb, and vastly inferior to Mage the Ascension, both in its narrative and its scope. A reductive, generic reboot of one of the most open-ended, mind-blowing RPG systems ever released.
The "NWoD," generally speaking, is geared toward cross-venue play, and is much more Short review: pretty but dumb, and vastly inferior to Mage the Ascension, both in its narrative and its scope. The "NWoD," generally speaking, is geared toward cross-venue play, and is much more balanced than the "OWoD" when it comes to keeping its various supernatural monsters roughly equal in power to each other and interchangeable in what are called "splat" games that mash up various supernaturals. Where it falls through, usually, is on the level of background and the richness of the game's supporting narrative, and Mage: The Awakening is probably the worst offender of the bunch.
As a parallel core book to Vampire: The Requiem, this volume doesn't really show its flaws.
It's an absolutely gorgeous book; it holds nothing back in terms of the beauty of both the interior and exterior, though the heading font in its shiny gold cursive is notoriously hard to read. Where the book completely fails is as a replacement for Mage: the Ascension, an absolutely open-ended and open-minded RPG that allowed for all kinds of magical paradigms. You could play a Mage who was a scholar of lost Atlantis, or an ascetic monk, or a technomancer, or a crazy steampunk science-mage, or a shamanistic Druid, or an agent of divine power, or just about about other paradigm you could get your head around.
If you wanted to play a Hollywood stuntman whose only form of doing magic was through absurd feats of reality-bending heroism that everyone but you knew were impossible, it was possible under the old system. The strength of Mage was always its limitless potential in creative hands. In Mage: the Awakening, everybody is an Atlantean mage. Everybody's got the same paradigm, and shares the same monolithic background: the flexibility of the old magic system is likewise hamstrung into an absurd and redundant set of rotes that basically all amount to the same thing.
There's really very little difference in how you play the powers of a Time mage versus a Life mage, which just seems strange to me. So many of the decisions about magic seem arbitrary, counter-intuitive, and in direct opposition to the free-thinking of Ascension Mage.