For those
of you unfamiliar with Mage the Ascension,
it was (and is) White Wolf’s third instalment
of the popular World Of Darkness game system,
allowing players to experience the first of
the not ‘angst ridden monsters’
character archetypes, that of Magi. As wielders
of significant powers, the Nine Spheres which
encompass (in association with the players
inventiveness) all of Reality, Magi are the
magical heavy hitters of the WOD, but were
originally presented with an over-complex
set of systems and a rather lack-lustre background
to play within. Many of these minor problems
were set to rights with later sourcebooks
and revised editions of the main rules, but
Mage The Sorcerers Crusade is the most complete
and unflawed take on Magic in the White Wolf
universe.
Episode eight (nine if you
count Hunter) of the World Of Darkness series
and the third ‘historical’ re-issue,
and it’s the best of the bunch in my
humble opinion. Vampire Dark Ages is good,
don’t get me wrong, and we’ll
gloss over WereWolf Wild West quickly and
instead embrace the wonder of Renaissance
Mage. Set on the cusp of the Age of Reason,
it presents a far more playable version of
the Mage rules in a period infinitely more
interesting than our own. Plus the Order of
Reason (the nascent Technocracy) are presented
as Player Character types, as it’s all
set before they’ve gone irredeemably
mad, plus intrigue, dervishes, duelling, a
thousand demonic elephants, and much much
more. Oh yes – and magic or science.
By god, it’s a fabulous game.
Set loosely in the 15th
Century (1400 – 1499) and early 16th,
the choice of time period allows them to draw
upon a great many real world personages and
events which easily lend themselves to the
Mage setting. Also, the formation of some
of the big power blocks that dominate later
World Of Darkness history (such as the Camarilla,
Sabbat, the nascent Technocracy and Magi Council
of Traditions) in this period and it’s
close proximity to a major event in the Changeling
timeline, (The Shattering in the 1320’s)
makes it an attractive time to run adventures
in.
At this time Europe is awash
with new ideas and experiments in science
and politics, old institutions like the Church
face an uncertain future in the face of secular
statesmanship, and the world is bigger than
it ever was before with trade spreading right
across Europe and Asia. The Americas are discovered
at the end of the period, which also sees
such other groundbreaking real world events
such as Joan of Arc, The Reconquista of Moorish
Spain, the flowering of Italian city-states
and their artistic and patrician citizens
and many more. It is the cross-roads between
the magical and superstitious world of the
Middle Ages and the rational, scientific Modern
Period, and a point of relative equilibrium
between the rival Wonder Workers of the two
opposing world-views, the Magi and Reasonite
Scientists.
Many of the modern day Traditions
are presented as player-character types, but
the really interesting and clever addition
is the historical counterparts of the Technocratic
Conventions. As earlier incarnations of fairly
inhuman and malign institutions, the developers
do an excellent job of making the Sorcerers
Crusade period Order Of Reason morally no
better or worse than their Magi contemporaries,
just fundamentally different in their ideological
approach to reality. The systems for magic
are revised to allow Reasonite characters
access to the same rules with only minor additions
in methodology, and indeed the Mage The Sorcerers
Crusade take on the Spheres is the most lucid
and coherent yet. Gone are the clumsy Paradox
mechanics, replaced by Scourge, which is regulated
by an extra die rolled as part of all magical/scientific
workings. If you get a 10 on the Fortune die,
good things happen. If you get a 1, well,
let’s just hope you weren’t a
Reasonite Cannon maker with a large supply
of gunpowder on you…
As a real fan of science
and magic and a general history buff, it’s
hard to put across my enthusiasm for this
setting. The juxtaposition of Science and
Magic are essential in any real world study
of the period, and so it’s perfect spot
to open a window on the Mage/WOD timeline.
Being able to play through the volatile and
incredibly varied range of cultures and political
situations is a real treat for those who like
that kind of thing, especially with White
Wolf laying their own spin on top of real
world events. With so much real background
to integrate, the developers wisely present
the back-plot as optional snippets you can
include or ignore, meaning on the whole; the
game is uncluttered from self-referencing
plot points that require thorough explanation
before play can begin. Although that said,
this is perhaps not a system you’d expect
a group of novice role-players to get right
into as they’re first experience of
gaming. Not unless they’re all renaissance
history graduates that is.
Mage The Sorcerers Crusade
has some very good sourcebooks, The Sorcerers
Crusade Companion has some excellent historical
information and some interesting new cultural
Magi templates. The Swashbucklers Handbook
also deserves mention for it’s exploration
of uniquely Renaissance stuff like duelling,
intrigue and courtly romance, Machiavellian
politics and so on. Unlike other White Wolf
games, there is little in the way of online
fan resource and far less hype on the whole.
Overall, this is a remarkably fine game that
cannot be recommended highly enough by this
gamer. At the very least, it’s an educational
read for most, and at best it’s the
finest ‘high magic’ game set in
the most realistically wondrous age of relatively
modern history. Go out and buy it now!
Reviewed By Harry Albany |