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Hardcover Mage Ascension Book

ISBN: 1588464172

ISBN13: 9781588464170

Mage Ascension

(Part of the Mage: the Ascension Series)

The World of Darkness role playing games tak e the reader into worlds and realities where magic is not de ad and not even the dead are dead. Mage is the 3rd game in t he Storyteller Series. ' This description may be from another edition of this product.

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Format: Hardcover

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Customer Reviews

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Here's a review that isn't tainted by grudges about the game from internet messageboards or Usenet and isn't inaccurate. In other words, a refreshing change from the other three reviews. Ascension is pretty uneven, but it is certainly comprehensive. Contrary to what the first review here says, it includes stuff from the very first supplements of the game. I had to look at my old books to understand everything, and this might be a problem. Sometimes the writers just breeze through things that must be 9 or 10 years old. I didn't get it all the first time I read it. Unlike the other end of the world books it has five scenarios. The first one is excellent and has something to do with nearly *everything* in the game. I liked the Tenth Sphere being a mystery that bound all the Spheres together. It also talks about what Ascension might be, but it's still a big adventure. It looks like it might take a year or more to run on its own and brings back some old characters from the very first Mage books ever published. Every time I've read it it adds some new revelation. I *think* the point that it makes in the end is that everything mages struggle for *is* Ascension, and that the struggle is *supposed* to be there. It's all predestined for humanity to Ascend, so it can divide itself and learn to Ascend again, etc, etc. I didn't like the other four adventures as much. The "Technocracy wins" scenario is a loose plan of what could happen if the Technocracy reacts to an energency by wiping out magic. Two short scenarios are about an asteroid hitting the earth, which is wierd and cool (you can talk to the spirits of the planets to try and solve it "diplomatically"!?), and one about aliens stealing magic, which is . . . kind of lame. The last scenario is about the Nephandi taking over the earth. It's well-written, but it introduces an "ultimate bad guy" who nobody can beat and doesn't have any metaphysical elements to it. A big evil guy just beats up the planet. However, it's got a great atmosphere and lots and lots of moments for the characters to shine in a hopeless but heroic struggle against darkness. The only thing really I hated was that they have a bunch of archmages hidden away who have supposedly been sitiing on their asses in Balador for yaers and years. It's sort of stupid. The book closes with a great chapter on how to run final, epic games and some musings on what Ascension might all be about. Oh yeah -- the book starts with the continuation of the "Amanda" stories that have been around since the very start of the game. So much for it "ignoring 1st/2nd edition."
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