Things are the way they are because people believe them to be so. The Daemon allows them to impose their personal will directly on reality, shaped and channelled by ritual and the personal belief system, or paradigm, of the mage. Thus there are as many ways of practising magic as their are practitioners of the art, though as most mages understand magic through the lens of their culture and mystic beliefs, they join one of the Mystick Traditions, groups of mages whose paradigms agree with one another. But the renaissance is bringing the dawn of a new age, an age in which Science and Reason begin to dominate over the mysticism and superstition of old. The Order of Reason is composed of orders of mages who understand magic through these new ideas.
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The intersticed art, however, by Greg and Tim Hildebrandt, was very good and very atmospheric. It begins with a general overview of the Mage setting: what an Awakening is, Seekings, the Spheres, etc, but all in Renaissance terms, and considerably more god than in the modern books, fitting to the setting.
The coolest thing, though, which was lacking in Mage Revised, where I learned the game, was a list of "Major European Crays and Covenants" both the Council and the Daedaleans! Chapter 2: The Mortal World, is a history. But even so, there are a few nits to pick. Rather, most people thought that the world was empty sea between Europe and Asia via the West.
The mundane history closes on a strong note: a good timeline. And then we get to the magical history, a huge part of what makes it a Mage book rather than a Renaissance history text, and they start at the beginning, with the roots of so very many magical traditions, including the Order of Reason, tracing back to ancient Egype vis Thothmes and Hatshepshut.
The rest of the history is pretty solid with a detailed timeline, though there are a few unfortunate things, with terms like "Gypsy" left in, and I hope that Mage 20 does a better job with such groups. This chapter includes a VERY detailed discourse on the Mists, which in the modern line are called the Umbra, and frankly, presents a far more coherent cosmology than Mage Revised does, making clear the various relationships and where different realms live inasmuch as location makes sense and what the Horizon actually is: the furthest reaches, where all the realms are carved out by magi.
Funny that it should be used in a Renaissance book, but I can assume that is for consistency with Mage: the Ascension. I suppose I could just write something like this out as a dissertation or excerpt from something from an in-character historian Though previews of M20 indicate that this system is finally being toppled by a game mechanically defined holistic paradigm approach, which I very much approve of. The rest of the chapter continues to be fairly standard, a few different abilities are mentioned to match the time period, but nothing earth-shattering.
Chapter 5: the players, is another meaty one. Here we get to factions. This is unsurprising, because their modern selves evolved from these versions, after all. But the real joy of the chapter is in the Order of Reason getting a detailed description. Something, to note, which was entirely lacking in Mage: the Ascension Revised Chapter 6: The Storyteller, has advice on storytelling. It does, however, have a bit on how magick works, and more importantly, how it feels and how Resonance works.
How success and failure work, damage, combat, etc. It also has an extended discussion of the Umbra and spirits. Including a section titled "How do you do that? This section covers Shapechanging, permanent effects, creating wonders, necromancy, otherworldly travel, perception, summoning and warding, charms, possession, exorcism And then it goes into "Roleplaying the Magician" another very good section that I recommend for all players.
It discusses several paradigms and mystic tools, and then moves on to spells. Finally, we reach the Appendix. This consists of characters and wonders, spirits and machines, along with the mood resources that are usually discussed at the beginning in Revised books.
Mage: The Sorcerers Crusade
Across the world, magick, faith and reason grapple in the twilight, while in the distance the witch-fires grow bright and hungry. Richard rated it really liked it Nov 12, Dan Grendell rated it liked it Mar 08, However, this reflects the fact that Europe is about to explode into an age of expansion and exploration because of the Order of Reason? Kalysto rated it really liked it Jul 28, The Dark AgesWerewolf: Faith Chapter 4 sorcsrers Character, and it starts out as a fairly standard character creation section for a White Wolf book. They also get fencing rapiers, unreliable firearms, and some really cool Leonardo da Vinci-style gadgets. Want to Read Currently Reading Read. On to Magick, beginning with Chapter 1: Pushing Crusace back sorcerefs the Dark Ages was straightforward enough, although this period hardly involves anything new to role-playing, while Werewolf: Hardcoverpages. White Wolf also decided that they could not afford to keep publishing Changeling: Is the future set?
Mage: The Sorcerers Crusade
MAGE SORCERERS CRUSADE PDF