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Title: Guide to the Technocracy (Mage: The Ascension)
ISBN: 1565044177
Author:   Phil Brucato
Publicate Date: 1999-06-25
Publish: 1999-06-25
List Price: $25.95
Average Customer Rating: 5.0
Format: Hardcover
Amazon Lowest New Price: $42.99
Amazon Lowest Used Price: $23.65
Customer Review:

1: The real guide to the good guys/gals...
When I was first introduced to Mage:TA, I wondered why everyone thought the Technocratic Union were the antagonists. After reading a few of the first convention books I could see why. As much as I loved the group from the beginning, I had to admit they weren't suitable for play.

With the release of Guide to the Technocracy, it seemed as though the whole Union had been reorganized. Not only are the Technocrats more human, their goals are geared more towards the protection of humanity from the horrors of the unknown. White Wolf did a really good job with this book. It succeeded in making a former faceless monolith into a living entity with a feel of humanity. The Technocracy tries to be the good-guys, but like with any group, there are always those who are in the gray areas. The Technocracy is not better or worse than the Traditions. They are just another group of mages who believe in science and reason.

The history of the Union was a fascinating read and the art is alright. The book has all the information you need to create a Technocratic agent along with info on a handful of procedures, cybernetics, and devices. The information on the various conventions is detailed enough so that the previous guides are not really needed, though they can still be helpful.

This book is a must for any fan of the Technocracy. It flows smoothly and really improves on the once monolithic and inhuman Union. It is perfect for players who want to play secret agents, cyborgs, deep space explorers, space marines, or any other modern or sci-fi character.


2: A good start for Technocracy campaigns
The Guide to the Technocracy presents the Ascension Wars from the Techs' perspective, making them defenders of reality from the horrors of egocentric and irresponsible Reality deviants. Welcome to the "Men in Black" vision of reality, to protect the masses of humanity from the hordes of crazies.

The book is charged with much source material, history, perspectives and how to run interesting Technocracy players and games. The weaknesses are more in the game mechanisms, which do not truly give away a Technocracy feeling.

Rotes and equipement are a weak part, but the greatest failure is that Technocrat 'mages' are still described in game mechanisms as typical mages fooling themselves in using technology. As such, techies are less powerful than other mages. Moreover, the usual White Wolf left-leaning anarchist worldview remains omnipresent, and the reader can't help getting the overall feeling Technocrats (except perhaps for Void Engineers) are the bad guys after all, however just their cause. This is something weak, more emphasis should have been given to portraying Tradition mages as terrorists and roving maniacs.


3: Very good
Probably one of the better WoD books ive read, it makes the technocracy very playable; taking away the stereotype of them being stoic, evil and always using Star-Trek speech. Good buy.

4: What magic?
I love this book. Any player for mage should at least browse through this book. It breaks down the 2nd major mage faction, and proves that at least two of the four sides aren't bad guys. The book infact makes one see the Traditions as the guys without the plan and who are wrong.

The first Chapters talk about who the Technocracy is. They aren't the monolith that the Tradition mages make them seem like. They are orginized enough to seem like a monolith but they aren't. Neither is the Technocracy people, their are people higher up in the Pyramid who are evil but most people are what would pass as normal people.

The next rules chapters are full of all types of treats. Tons of new backgrounds including Modifications (Cybernetics and Bioengineering), Patron and Requisitions. These all can lead to story ideas in themselves. Their are tons of technocratic rotes, that help a person to think of "magic" as anything but Magic. Tons of Devices, aka Talismans, are included with a wide variety of uses, and other odd "crunchy" statistical things. On the whole this book is very interesting and is almost as essential as the corebook if you want info on the other major faction of mages.


5: Fighting for reality and for Technocracy
Guide to the Technocracy is an excellent book, it tells pretty accurately MUCH things about Technocratic Union, something else than "Big, monolithic and faceless organisation". If you want to play Sci-Fi in Mage: The Ascension, this book is recommended.
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