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| *OP Mage: The Ascension 2nd Ed (Mage) | 
enlarge | Authors: Kevin Murphy, Phil Brucato, Brian Campbell, Chris Hind Publisher: White Wolf Publishing Category: Book
List Price: $29.95 Buy Used: $9.90 You Save: $20.05 (67%)
Used (18) from $9.90
Avg. Customer Rating: 31 reviews Sales Rank: 435723
Media: Hardcover Edition: 2nd Number Of Items: 1 Pages: 290 Shipping Weight (lbs): 2.4 Dimensions (in): 11.2 x 8.8 x 1.2
ISBN: 1565044002 EAN: 9781565044005 ASIN: 1565044002
Publication Date: January 1, 1996 Availability: Usually ships in 1-2 business days
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| Customer Reviews:
It's White Wolf... what can I say? September 30, 2000 3 out of 3 found this review helpful
Let me start my review by saying that I view all White Wolf games (at least the 5 main games) as being equal. That's right, I'm not going to promote one book over another. The beauty of all White Wolf games is the "Golden Rule:" The game is up to the storyteller and players. If you don't like an idea, change it or ignore it completely. This works quite well with small groups if you feel comfortable with table top or LARP. However, when you get to larger groups (esp. roleplaying online) it's more difficult to decide on which rules are practical and which ones aren't. This edition of Mage *does* have a slight problem with clear definition of rules and systems, and I've yet to see any of White Wolf's books completely cover the systems as they pertain to other games (for example, can a hedge wizard be discovered as such using the gift "Scent of the Trueform?"). As with all of White Wolf games, I think this is a game best played with a small group of close friends. Now a little more about White Wolf and specifically Mage. I don't know how many have noticed this, but all of these games probably seem like they're shaped after Myths or other real-world beliefs (no matter how obscure). The reasoning for this: They are! Take a look through the bibliography of a White Wolf book and marvel at the resources. This is one area where I would promote Mage above the other books (although I said I wouldn't) because in reading through this you get a small glimpse at the beliefs of so many other cultures. What's even scarier - notice how people of different cultures seem like they live in "another world?" If you really think about it, the Mage concept isn't hard to follow at all. We see this in everyday life. We believe things to be one way, and that's true for us. Others believe differently, and that makes their reality. What happens when the two collide? Disagreements, fights, all-out wars (think of the Inquisition)... It's really a great game to get into, but if you're not all that much of a roleplaying fan it's just nice to read and ponder the concept. Great little quotes and mini-stories, too!
An eye-opener of a game. March 9, 2000 2 out of 2 found this review helpful
This game has an incredible backstory that makes reading thrrough it a pleasure. The concepts behind it are so advanced and complex that most gamers I know wont even touch it for fear of migrains. That aside the concept is just to incredible to be ignored . Imagine if you will that you could manipulate reality itself by a willpower and enlightenment alone. You could do the immpossible and the unimagined. For you 'make belive' events are an everyday occurence. But your not alone. Other seek your path and their own. Wittnes the Techonracy who devotes itself to the preservation of mankind by destroyng 'reality deviants'. Or the Nephandi who seek to destroy and corrupt all exsistence for their dark masters. Then their our the Mauraders. Wyld incarnate, they do things that shouldn't be done or that are impossible even by mage standards. And lastly the Nine Traditions whos eek to walk the Balancing Path. Also you your power is limited by what is belived 'possible' by the masses. The harder you push rerality the harder reality will push you back (and it will)! This balance of power and potential is what makes the game so much fun.
One of the better White Wolf games! April 27, 1999 2 out of 3 found this review helpful
To be quite blunt I am really sick of some of White Wolf's games. Vampire, Wraith, and Werewolf are very depressing. The most horrible part is Vampire and Werewolf seem to be the most popular games. Why play something that just makes you sad. But when White Wolf releases a game that doesn't put the end of the world on your shoulders, I love it. That is why I would recommend "Mage the Ascension" and "Changeling the Dreaming." Both games are upbeat in their own way. Mage is good because there is no end of the world looming over them. Basically who wins the Ascnsion war will decide Earth's fate. In my opinion that is a hell of a lot better than what they give you in other Storyteller games. Plus the game is really GREAT. With magic rules that are beyond compare, a great setting, with great ideas. So why the hell are you still reading my rambling review, order the book!
one of the better WW games September 5, 1999 2 out of 4 found this review helpful
this is the most amazing WW book I have read thus far. Just as awesome as Vampire the Masquerade. While Vampire deals more with religion and the dark side this deals with philosophy and pure individualism. Pure genius.I am a pagan/satanist and love history and philosophy.This book opened my eyes to the greatness of the World of Darkness. I didn't particularly enjoy the Hollow Ones though. Just a ploy to get people into Vampire etc. into the game? The Celestial Chorus is a group that I question. If they are all uptight christians and such then how come their not insane. Most christians I have met are against witchcraft in any form. Oh well, in any case it was a great book that helped flesh out characters you could play in any medium. Excellent!
All you need for free flowing elite gaming..best game WW has July 29, 1999 2 out of 2 found this review helpful
Mage is a great book in that it can be as simple and as complex as you want, with the typical WW anarchy when it comes to a storyteller following the writen rules...a much more plausible system of magic than the T$R crap with rules only to handicap with hardly a good explanation...And the magick system is much more plausible than the RIFTS system, which parallels T$R slightly but gives more explanations and better spells....This is the perfect game for elite players because it gives so much individual play into what the player wants magick to be for their character...Definitely a little too complex to be someone's first game without a satey net of good players though, but that's hardly a bad point...Put simply, White Wolf's World of Darkness is the best multiverse RP system, and Mage is the best part of it...
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