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310, Hard Cover.
What is reality? Is reality constant? Has
there ever been something we could call now
a griffon or a dragon? Why are our lives the
way they are? Who are we, where do we come
from and what’s the point of our existence?
And, of course, where will we go? Mankind
has asked these questions (mostly the latter
ones) since time immemorial. There have always
been things to wonder and be amazed at. Mage
is not the answer to these questions, no game
is. The questions lie out there for us to
work on them, giving us important things to
ponder upon. Mage is a game about wonder and
amazing things. Mage is a game about people
who question the universe. People who have
dug a little deeper into the fabric of reality,
and who can rewrite small portions of it.
People who matter, who can make a mark.
Back in the mid-90s, when I first heard of
this game, I was like: “Ha! What has
a game of human magicians to offer me, when
I have Werewolf: the Apocalypse, or even Vampire:
the Masquerade?” But, what I didn’t
understand back there is that Mage is not
a game about stomping on stuff. It is a game
that mixes philosophy and myth, the greatness
of the universe and the small but valuable
things of life. It is a game about the waning
magic of the world.
The player takes the role of one of the Awakened.
These Mages used to be (somewhat) common folks,
who realized something about the universe
around them. Something in their minds clicked,
and they were blessed with the Awakening,
the act of realizing that the world is a dream
woven by billions of Sleepers. This knowledge
gives them the power to literally rewrite
reality. Unfortunately, reality is an almost
alive, almost sentient, entity, and one it
doesn’t like to be disturbed.
Mages must overcome the enormous weight of
reality whenever they try to bend or break
it in favour of their beliefs and needs. Sometimes,
reality slaps back, and Mages can be quite
sorry for the “damage” they inflicted
on her. The “Traditional” Mages
are divided into no less than nine factions,
appropriately called “Traditions”.
These Mages used to wage a war to help humanity
achieve what they dubbed “Ascension”
(thus the name of the game), which is a state
of spiritual transcendence.
In the Revised Edition, this war was lost,
mostly because people preferred mediocrity
over amazement. The traditional Mages’
factions include the ever-present Hermetics,
yes, those academic, Harry Potter-like, guys
(also the mages in Terry Pratchett’s
Discworld); the Celestial Chorus, a religious
group that believes in Ascension through divine
music; and the Verbena, druidic, pagan, “forest
witches”, among many others.
The staunchest enemies of the Traditions are
(or used to be) the Technocrats. The Mages
in the Technocratic Union resent being called
anything other than “enlightened scientists”.
In their own eyes, they don’t perform
magic, they only use ultra-advanced science
to change the world around them. It is partially
because of them that we can all enjoy our
TV, computer and Internet connection. The
Technocracy had their own way of helping mankind
to Ascend: through technology. They gave people
technological tools to empower them, to help
them do the impossible. But humanity also
didn’t realize the wonder in this, so
the Techies ended up with a flawed world,
and nothing good on the horizon.
The upper echelons of both groups have been
severed from the world (those old fogies lived
in alternate dimensional bases, beyond what
Mages call Horizon) so now Mages have the
unique chance to do some good without the
weight of the war on their shoulders. The
events that shaped the “Revised”
World of Darkness gave a whole new twist to
Mage. The death of the Ravnos Antediluvian
and the destruction caused by the Sixth Great
Maelstrom caused the Avatar Storm, which makes
it hard and very painful to travel through
dimensions, getting worse the more powerful
you are. This makes it impossible for Masters
and Archmasters to return and give advice
to their “inferiors”.
Mage gives you the opportunity of playing
an odd character, one that can make changes,
for good or for evil (the World of Darkness
has witnessed too much of that, though). Mages
come in all shapes and colours, and each one
may be unique.
Mage: the Ascension uses the Revised Storyteller
System (the same from Vampire and Werewolf
Revised Editions) and a great magic system,
not based on spells like other systems (even
in the same line) but on creative, dynamic
magic! This might give players a hard time,
especially when fine-tuning what’s acceptable
for any given chronicle and what not, but
it can be very rewarding. Mage Revised introduces
(even though it isn’t very well explained)
a new trait called Resonance, which colours
each Mage’s reality-weaving with a unique
flavour.
Anyway, I have to go to the Unseen University.
A guy called Rincewind or something like that
is waiting for me, and I’ll be late,
as usual. Sorry, gotta run.
Reviewed by Matías Timm
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