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Title: *OP Mage: The Ascension 2nd Ed (Mage)
ISBN: 1565044002
Author:   Kevin Murphy   Phil Brucato   Brian Campbell   Chris Hind
Publicate Date: 1996-01-01
Publish: 1996-01-01
List Price: $29.95
Average Customer Rating: 4.5
Format: Hardcover
Amazon Lowest Used Price: $7.99
Customer Review:

1: The best game in the World of Darkness
This is the best game in White Wolf's game universe. I have never played a game with so many possibilities. This book is the core rulebook for Mage the Ascension Second Edition. The book contains everything you need to understand the Mage universe. Every aspect of the game is elaborated on fully or contains enough information for you to come up with the rest of the details. The book focuses on the Traditions but there is also a good amount of information on the Technocratic Union, Marauders, and Nephandi for you to use. The worlds beyond the Gauntlet and Horizon are also touched on along with sample umbrood. With this book any game is possible. You want to play a fireball-chucking mage? No problem. How about a hacker from the Matrix? There's a Tradition available just for that. Want to play a tough martial artist who can catch bullets? There are rules for that too. This is a great book that can stand alone without supplements, unlike its revised edition.

2: I wish they'd reprint this game!
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!

3: My Favorite WoD Game, Hands Down.
Let's face it, in the World of Darkness, hope is all too rare. Vampires are abberations of the natural order whose agelessness serves only to illustrate the beauty of death. Werewolves are fighting a losing battle against the Wyrm, the spirit of active destruction. Wraiths are dead souls wishing for Oblivion. Hunters are angsty mortals with nary a clue about their benefactors' identities ... but they kill the Outsiders anyway. (Changelings I don't know, sorry.)

And among all this chaos ... the Mage stands tall, looking to Ascend.

Oh, it's not all fuzzy bunnies, being a Mage. There's pain, and death, and the rest of the World of Darkness to contend with. But Mages have something to fight for other than survival. They have ideals. (Perhaps morbid ideals, but nobody ever said morbid is wrong ...) They have dreams. And, in the World of Darkness as in our own world, the perception of reality shapes reality itself. (Okay, I play too many Malkavians in Vampire. So sue me.) This is what it means to be a Mage.

It would take far more space than I have here to explain the worldview behind Mage. Suffice it to say that Mage (at least Second Edition) is positive in outlook, with a scope that encourages the imagination. This setting focuses on wonder, pain, and Ascension to a higher state. The group Storyteller will either love this game or hate it: love because of the openness of a magic system that's actually -realistic- (okay, you Christians are probably laughing at me now - oh well), or hatred because you've just spent twenty hours of preparation on Umbral Lords and now your players just want to use the spirit world to break into a Technocracy stronghold.

When I read this book for the first time, it was almost a spiritual experience. This is what a magical RPG is supposed to be like, in my view. However, hack-n-slashers can wreak havock on the system, mainly through over-use of Forces. I find that taking Forces away entirely is the best way to deal with this nuisance ... although with a group of powermongers, perhaps Werewolf would be a better game for you.

Warning: Revised Mage takes all the wonder and hope out of the setting and leaves you with the same old gloom and croon of the rest of the World of Darkness. The developers certainly did a wonderful job of making sure that the backstory fit the rest of the WoD, but I'm rather sorry to see hope go. (Life is painful enough without vicarously living through a rotting pile of bones, IMHO.) So, I proudly recommend Mage: The Ascension Second Edition to the Real Roleplayers and Loonies out there, Revised Mage to the Real Men among you (heaven help us all), and Harvard to the Munchkins that exist like worms at the heart of every gaming group...


4: This is what the game always should have been
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.


5: Not for everyone...
yes, I gave it five stars, and I will get to the why. But I do believe, like other reviewers, that this game might not suit everybody, and it is certainly not easy to either explain nor play without running into some quite peculiar pitfalls. I started out with RPGs when I was 12. I have read, played and "directed" at least 10 different RPG systems. Fantasy, star wars, star trek, marvel superheores (anyone whot thinks I was waaay to deep into it is absolutely RIGHT, I was positively addicted). I even wrote a short monthly column on RPGs for an "alternative culture" magazine for a while. So when my best friend and companion in roleplaying introduced me to White Wolf games (with a copy of Mage as a birthday present), I was openly distrustful. (Mages with computers? you gotta be kidding me!). However, I overcame my first impression and read it, read it and re-read it. I was hooked! What was going on with this game was REAL MAGIC! All the other RPGs I have played and directed have the same problem: magic is a static thing, confined to the stereotypes which are known by all: wizened old men, reading out of musty old books, recipes including bat dung and frog eyes. Interminable list of spells, some of them useless, some inaccessible until the characters were incredibly powerful already, and the eternal problem of mages being weak and useless once their spells were spent. Mage: the Ascension is my favorite RPG (out of, like I've mentioned, many others I've met and struggled with for a while). But, it's not for everyone. It's not a game you can throw at the players out of the blue. It's a challenging game for the Storyteller. Yes, it's White Wolf as far as the basic system is concerned, but the Storyteller must do extensive homework ,and at least skim some of the reference works and recommended further readings given by the authors (some of which, BTW, are very good). Otherwise any chronicle will look and sound bland. I agree with other reviewers in that the designers reach out for much and leave a lot of spaces and gaps: I believe this to be intentional. The flexibility implied by a game where reality is "up for grabs" does not allow any hard-and-fast rules regarding the nature of the stories or the possibilities of what the players might do. For example: the Technocracy's struggle can (in my opinion) be seen as equally "noble" than the one from the traditions, in that they can be understood as seeing themselves as protectors of humankind from "what's out there". They can also be insane megalomaniacs out for world domination, will ye or nay ye, but it's another thing the Storyteller must decide beforehand. The Traditions are another kettle of fish: in my opinion they are more guidelines than models to build characters upon. For example: the Akashic Brotherhood is way too big, attempting to encompass many different real-world beliefs in one page of description. Again in my opinion, an Akashic can be fashioned after Indian yogis or Tibetan ascetics just as they can be made to look and act like your regular action-film martial arts master. I tell my players not to delude themselves into thinking that all Akashics are bald, and assume kung-fu stances, and that not all Dreamspeakers wear loincloths and beat drums. The Avatar is another thing that most people I know who've played Mage seem not to understand. It's a great tool for the players to relate to their character and for Storytellers to keep the pace of the story in moments when the players seem to lose track of everything that's going on under their noses, but, again, if the Storyteller is not consistent with the Avatar thing, it either gets left out altogether, or the players see through it and cry foul when the Storyteller turns their Avatars on them. As for the system: I believe it to be a blessing, through and through. White Wolf's system really lets you forgo dozens o dice rolls, and its by far more "realistic" than any other RPG system in my experience. All the White Wolf books insist on it: tell stories first, roll dice only if it helps the story. Because, despite the occassional confusion in interpreting this or that (or finding stuff in the index: I agree, it's dreadful), can anybody deny that a magic system like this would be flat-out impossible to run with any other set of RPG rules? It's a great game, folks, but in order for it to be truly enjoyable and all that it can be, it does require more careful attention and input than other RPGs. Take the contents of this book as GUIDELINES, to be greatly expanded upon, and more than any other RPG let a lot of you into it. Do not be afraid to innovate, to discard what you don't like, and I venture to say that it will prove an unprecedented, exciting experience for all RPG enthusiasts, players and gamemasters alike.
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