Showing posts with label M20. Show all posts
Showing posts with label M20. Show all posts

Friday, April 25, 2014

Late Review: Mage: The Ascension, 2nd Edition



Mage:  The Ascension, 2nd Edition
By:  Phil Brucato, Brian Campbell, Chris Hind, Deena McKinney, Kevin A. Murphy, Nicky Rea, John R. Robey, Kathleen Ryan, Allen Varney, and Teeuwynn Woodruff
1997, 290 pages

Inspired by the successful completion of Mage:  The Ascension:  20th Anniversary Edition’s Kickstarter campaign, I pulled my copy of Mage:  The Ascension, 2nd Edition from my bookshelf to read and review.  One of my biggest faults as gamer, and I’m sure that I share this fault with many of my readers, is that I had rarely read a role-playing book cover to cover until just a few years ago.  (Hence, the name of my blog.)  Instead, I would skim through it focusing on character creation rules, combat mechanics, and anything interesting that stood out to me.  I’d read what I thought was necessary or important, and then during gameplay I would figure out the rest, picking up bits and pieces as they came up in game.  So, despite having owned a copy of Mage, 2nd Edition, for over 15 years, I hadn’t actually read the book.  I had no idea what I was getting into when I started to read it closely and critically. 
            I want to like this book.  I want to give it a good review.  I never want to say anything bad about a Classic World of Darkness book because I love the system and I feel obligated to defend these games against naysayers.  I loved playing Mage on the few occasions I had a Storyteller willing to run it.  This book, however, is awful.  The artwork is terrible, especially the example Tradition Mages in the Character building section.  The editing is atrocious with frequent references to material that was cut, most notably in the Backgrounds section.  The Magick System is indecipherable as presented in the book with too few examples of how it’s supposed to work, especially when combining separate magickal abilities called Spheres to generate individual effects called conjunctional effects.  Despite all of these problems, I want to like this book because the ideas are outstanding.  Mage:  The Ascension, 2nd Edition fails in presentation and execution of the material. 
            Mage:  The Ascension, is a difficult game to explain and therefore difficult to review.  There are so many ideas at work within in the game and each of the concepts builds on the others creating a delicate balance.  If you take one piece and examine it, the entire game starts to fall apart.  Mage:  The Ascension resists deconstruction into its component parts, and that’s usually how I approach reviews.  I look at the parts, see what works and what doesn’t, and then I decide if it’s good or bad.  This is my fourth attempt to write a coherent review of Mage:  The Ascension, 2nd Edition, and I’ve decided to take abandon my usual method for reviewing Classic World of Darkness books.  Just summarizing one chapter would require explanation of other parts of the system and its concepts.  Instead of attempting to present an objective and holistic view of the book, I will attempt to convey my general feelings about the book.  I’ll start with the parts of the book that I hate.  Then I’ll continue with the sections and ideas that I like.  Otherwise, I’ll make almost no attempt to be coherent in the structure of this review.  My assumption going into this review is that the reader is at least familiar with some of the concepts of Mage and may have played the game in the past.  This is probably going to read like a rant against Mage:  The Ascension, but I hope you enjoy it anyway.
            The elephant in the room when anyone wants to play Mage is the Magick System.  Magick is spelt with the “k” to differentiate it from the magic used by the vampires such as Thaumaturgy or the magic of mortals.  Unlike Dungeons & Dragons or other systems where wizards chose from a list of spells that they know, Mages can do anything as long as they can explain how the effect would happen using their Spheres, the individual areas of magick such as Matter, Forces, Entropy or Life.  Each Sphere covers a different area:  Forces covers any force, Matter is used to manipulate inanimate objects, Life affects living material, and so on.  Mages can combine their Spheres and improvise effects, any effect.  The only limitation is what the Storyteller will allow a player to do based on the rank in those Spheres.  A lot of game time is going to be spent adjudicating these effects.  The book offers very few examples of how to create these conjunctional effects which are the heart of the Magick system.  There are some simple rules to follow such as you must use Life to affect anything living, but do you need Life to effect the electrical impulses in someone’s nervous system, wouldn’t that just be Forces?  Entropy, the magick that affects chance, seems to allow a Mage to manipulate someone’s mind without using Mind magick.  The system is so conceptually difficult that without an extensive and diverse set of examples and explanations, everyone is going to come away with a different interpretation of how the system should work, and this will lead to arguments at the table over what a particular character is capable. 
This how the Magick System works...kinda...I guess
            The Spheres are not well defined.  Matter is supposed to cover anything inanimate.  Life covers everything animate.  However, which Sphere is used to cast a spell on a cotton shirt?  Cotton should be in the domain of Life since it’s a plant, and anything related to plants should be Life.  Life covers anything that is living or used to be living, even the undead.  But a cotton shirt is a product of manufacturing, and the cotton in the shirt could be considered inanimate.  Entropy effects are based on the idea of random chance, such as the roll of some dice, but one could argue that anything is random chance, such as the random chance that a gas main will break or a bookshelf will give out and fall on an opponent.  Anyone familiar with even basic physics understands that matter and energy are interchangeable.  So, shouldn’t Forces and Matter be interchangeable?  Couldn’t an expert in Forces Magic manipulate atomic forces to reconfigure atoms in oxygen to create another substance?  The Mage isn’t necessary affecting Matter, he or she is manipulating the nuclear forces holding the matter together.  The edges of each Sphere start to bleed together and the rules become fuzzy.  Power gamers and min-maxers thrive in the fuzzy space between rules. 
            The entire magick system is incredibly unbalanced, but not based on the statistics on the character sheet.  Instead, the more knowledgeable a player is about a particular field of science, for example, the more broken that player’s character could be.  This is not necessarily a case of a character using out of character knowledge.  For example, there are two Mages equally focused in Life magicks and both with Science and a specialization of botany, the character played by a person with knowledge of botany or biology is going to be much more dangerous because of their real world knowledge.  The botanist would know that there is a variety of Juncus that lives in salt marshes that has needle like leaves so sharp that those who study it must wear eye protection in order to avoid having it pierce their eyeballs.  A character with that knowledge could turn a grass covered lawn into the equivalent of a bed of nails.  Player knowledge is much more dangerous in Mage because any effect is possible.
            Like other White Wolf Games, instead of character classes, the players chose from various groups of Mages, called Traditions, that are defined more by their worldview that their abilities.  These different Traditions draw their inspiration from a variety real world and fictional concepts.  The Order of Hermes manipulates magick based on the classic wizard; they use staves, wands, and books as their foci for conjuring and using magick.  The Verbena are essentially witches, either of the Wiccan variety or the more classic Salem style. The Sons of Ether (in later editions they became the less misogynistic Society of Ether) manipulate magick through super science and based on a kind of Jules Verne-style characters such as Captain Nemo.  Each of these groups approaches their use of magick in completely different ways.  Sometimes these groups try to be too broad.  The Akashic Brotherhood are Shaolin monks with magic powers, and are supposed to be representative many different traditions in China, Japan, and the Koreas.  This is a very broad and stereotypical grouping, but it’s not as bad as the Celestial Chorus who are supposed to be composed of Mages who work their magick through prayer to a god, gods or goddesses.  This Tradition must have been created in a utopia because I can’t imagine any other way you’d get so many religious traditions to agree that there is a “meta-god” that encompasses every religion and deity.  The Celestial Chorus makes less sense than the magick system.  Even various Christian denominations have trouble agreeing with each other, and this book wants me to believe that a bunch of mages, Christian, Muslim, Jewish, Catholic, Eastern Orthodox and more, all got together, put aside their differences, and just agreed to believe in an Ur-deity.  My suspension of disbelief only goes so far. 
            Mage:  The Ascension 2nd Edition has to cover a lot of information in a very small space.  The book is only 290 pages, not counting the Appendix.  Obviously, the book cannot cover everything related to Mages and their magicks, and sections needed to be cut.  However, the editor failed to re-read the book after the edits had been made and those sections that were cut are still referenced throughout.  The most obvious section with cuts and remaining referrers is Backgrounds in Character Creation.  The Chantry, Familiar, and Sanctum backgrounds are referred to throughout the book, but they are not included.  (They can be found in other books.)  These three backgrounds are even included in character creation charts on pages 138-139. 
For Mage, 2nd this is good art!
            The artwork in this book is just bad.  There’s no other way to describe it.  I rarely discuss artwork in my reviews because illustrations in RPG books typically don’t stand the test of time.  White Wolf books were written in the 1990s, the era of Rob Leifeld and Image Comics, and they are very much of that time. I am perfectly happy with a mix of good and bad artwork, but Mage 2nd Edition just has so many bad pieces.  Not only are they bad but they are poorly used.  Often the illustration on a page is unrelated to the text next to it.  The worst art, unfortunately, is found in the Character Creation Chapter where the book should be showcasing the Traditions available for Player Characters.  Character illustrations in the character creation chapters should inspire players to choose a Tradition and embody the essence of the Tradition.  However, these images are at best obvious or boring and at worst can deter players from choosing a Tradition. The worst offender is the Order of Hermes.  It has to be the worst illustration in any World of Darkness book.  Flat, ugly, boring, and obvious.  One only need to turn to the other Second Edition rule books to see better examples of character artwork from the same period by the same company. 
            Mage:  The Ascension cannot be a standalone game.  It’s not designed with that intent and cannot be run by anyone who is not already familiar with the rest of the World of Darkness.  The book even admits that in the section where it discusses possible antagonists and allies.  Mage:  The Ascension functions as a meta-system that encompasses the all of the previous World of Darkness games and expands that idea.  It uses many of the familiar themes and puts the entire setting into perspective.  This is the “meta-story” that fits all the pieces together, and although it doesn’t offer any answers, Mage explores the vast possibilities of the game.  For those gamers who enjoy running crossover games where players can choose any supernatural character from any of the main rule books, Mage offers a central point and easy enemies for any group of protagonists because the Technocracy, the central antagonist for Mage, wants to destroy everything supernatural.      
Not only can this happen, it will happen!
      
            Mage:  The Ascension is so overflowing with great ideas and possibilities that anyone who reads this book is going to want to play Mage.  Yet it’s that broad range of ideas that hampers it the most.  Being able to play anything from a Chinese monk who can shoot ki blasts from his hands, like DBZ’s Goku, to a witch brewing love potions in a cauldron to a cyberpunk hacker using neural links to defeat a rogue AI is exciting, but the Storyteller has to fit all of these different archetypes together into a coherent world and story.  Unlike Vampire:  The Masquerade or Werewolf:  The Apocalypse, the characters don’t have an inherent and foundational element to draw them together.  Whether a PC is a Get of Fenris or a Glasswalker, they are both werewolves with similar abilities and concepts about the world.  Fundamentally, a Lasombra is not much from a Tremere or even a Kiasyd.  They are vampires, the drink blood to survive, and they are descended from Caine.  Conversely, Virtual Adept who understands magick as simply very advanced technology might think that a Dreamspeaker Mage who converses with the spirits of trees and the air is daft.  The Virtual Adept may even disbelieve that something like that is possible.  These are extreme examples, but because no Mage is required to believe in the paradigm of another Mage, bringing the PC’s together could lead to misunderstandings and difficulties as Technomancers like the Sons of Ether (or Society of Ether) and Virtual Adepts struggle to integrate a Verbena’s witchcraft into their modern technology-centric belief system. 
            The success or failure of any Mage game is going to rest on how well the group understands the magick system, the greater that understanding the better the chances of a successful Chronicle.  The magick system is a brilliant idea, and I love the concept of a completely open system for creating magick spells and effects.  Yet, it’s not something that can be simplified into a chart or a set of guidelines, although the author does try unsuccessfully.  Players and Storytellers are required to negotiate amongst themselves what the actual limits of the system are and will have to agree on House Rules.  Everyone will need to understand that abilities and magick effects may need to be ‘nerfed’ to maintain game balance.  Any power gamers or min-maxers who want to exploit various loopholes in the rules should really reconsider their approach to Mage.  (And there are a lot of loopholes in a system this fuzzy.)  If you think that something is amazing and overpowered, that probably means that you shouldn’t do it. 
            As a concept, Mage:  The Ascension is brilliant, but the execution of the book is awful.  This book fails in every way:  artwork, editing, system design.  Yet, despite all of these problems, Mage:  The Ascension’s core idea is so strong that it can almost overcome these problems.  Storytellers and Players who want a challenge should pick the book up and give it a try.  As written, Mage:  The Ascension 2nd Edition is barely playable, but I would recommend it to anyone who enjoys good RPGs and is willing to take a chance on a difficult system.  And anyone who is a fan of Mage should look forward to the hopefully better written and certainly better illustrated Mage:  The Ascension 20th Anniversary Edition.  I know I am. 
            I will be reviewing Mage:  The Ascension Revised in the near future, and Mage:  The Ascension 20th Anniversary Edition when it releases. 
            Mage:  The Ascension 2nd Edition is available on DriveThruRPG as a PDF or an original printing is available on Amazon. 
           

Wednesday, October 2, 2013

Updates and Some New Information




This is just going to be a general post about some things that are going on in the world of Vampire the Masquerade, the Classic World of Darkness, and RPGs in general that I thought I would share with my readers.
A Hollow One from M20 by Steve Prescott

1.  This week is Read an RPG Book in Public Week.  You can find information over at The Escapist.  Just grab your favorite RPG book and head to a public place and start to read.  I read my copy of Vampire the Masquerade 20th Anniversary Edition on the campus of the University of Virginia today.  I  had a few good ideas while reading too.  Also, it was nice to re-read some sections of the rule book.  I’ll be re-reading the whole book and rethinking some of my notions about Vampire and how I create NPCs in the near future.  The most important reason to take part in this event is to increase the visibility of the role-playing community, also some of us need to get outside more.  

2.  +By Night Studios is still offering a chance to pre-order Mind’s Eye Theatre:  Vampire the Masquerade LARP core rule book on their website.  The rulebooks are available in PDF, soft cover, hard cover, and a deluxe format.  The PDF is only $25.00 and the soft cover is $35.00.  Reasonable prices for an entire game.  Take advantage of this!  From what I’ve seen so far this game looks great.  I’m hopeful that I’ll play in my first LARP soon.  I already have a character in mind. Also, I really can't wait to read and review this book!

3.  I’d like to thank +Senshi Shiroi for translating some of my articles and some of the Player and Storyteller Resources into Spanish.  I haven’t had a chance to thank Senshi publicly so here’s my chance.  If you can read Spanish then please check Senshi’s blog, El Critico Blanco.  Another Blogger who writes in Spanish is MarioJPC (Follow him on Twitter) at La Crisma de Simon el Mago. 

4.  I’d like to thank all the bloggers who have shared my blog or articles with their readers.  +Peter Amthor  runs Voices in my Head.  +Todd Rokely  writes Chimerical Realms and I’m using his list of topics for my 30 Day Challenge.  Todd is almost done with the 30 day challenge and I'd like to wish him the best of luck as he approaches the final days of the challenge!  I’d like to thank all of the bloggers and fans for sharing my blog, and if you have a VtM, CWoD, or role playing blog, let me know, I’ll share yours.  If you know of any other Vampire the Masquerade, Werewolf the Apocalypse, Mage the Ascension or other Classic World of Darkness Bloggers, please leave a link below in the comments.  I’d like to share links to all of the bloggers out there.  One of my goals is to add and help build a stronger World of Darkness community. 

5.  Currently, several books for Vampire the Masquerade and the other Storyteller System games are in development.  At LA by Night, which I sadly missed, the developers took ideas from audience members at a panel and developed an initial outline mixing the developer’s ideas along with the community’s own ideas.  V20 Dark Ages is under development and the first blog entry about the development is available along with an outline draft.  A sample of the art for the upcoming  Mage the Ascension 20th Anniversary Edition is available as well.  Take a look at the White Wolf Blog and see the list of books currently in development.  It's updated each Monday, mostly...   There is so much cool stuff on the way that I can’t wait to get my hands on!  Also, PLEASE, take advantage of the open source game design documents that are available.  This is your chance to make your voice heard in the development of these games! Even if you don't have anything to add, I think that reading these developer documents is a fun peek behind the scenes of game development.

Thanks so much for putting up with another post today, but I really needed to get some of this off my chest.  See you guys tomorrow with Day 3 of my 30 Day Challenge. 

Monday, August 19, 2013

Post Gen Con Update



            GenCon just wrapped up and The Onyx Path and White Wolf Publishing have announced their plans for the next year.  There are some great things coming up!  And some changes to their schedule. 

The biggest news is that Wraith 20th Anniversary Edition has been announced!  In Wraith the Oblivion, players take the roles of ghosts (or Wraiths) as they try to negotiate the dangers of the World of Darkness.  I only played Wraith once or twice back when I was in college.  It was a great experience, and I’m hoping I can get my hands on a copy of 2nd Edition Wraith just so I can read through the book again.  I loved the mechanics of Wraith especially the Shadow, which is your character’s darker self.  When the Shadow takes over, another player is given control of your character.  I’ve always thought that was a great system for exploring what happens when your character loses control of himself or herself.  The Facebook page is located here!
In November, Mage the Ascension 20th Anniversary Edition Kickstarter is scheduled to start!  I’m excited about this one too!  I only played Mage once in college, and that game didn’t turn out too well.  Mage offers the chance to really explore a system of magic where anything is possible.  Unlike Dungeons and Dragons, the spells aren’t written down in the book in simple forms.  Instead players get a chance to design their own spells based on what types of magic they’ve chosen to learn.  Time, Matter, Forces, etc all represent the various types of magic a Mage can learn. 

Another big release to be excited about is V20 Dark Ages in April 2014.  Dark Ages Vampire was one of the first RPGs that I ever played!  Many of you had heard stories about how my first character was ripped to giblets by a village of werewolves.  I’m not looking to relive that experience, but V20 Dark Ages should be a great addition to the V20 line.  The release of this book is a sign that Vampire the Masquerade and the World of Darkness is back in a big way! 
Vampire the Masquerade will get several new supplements.  Anarchs Unbound will explore the culture of Anarchs as they fight against their oppressive Elders.  Rites of Blood will offer new paths of Thaumaturgy including the eldritch rituals of the Tal’mahe’Ra (True Black Hand) or the Inconnu.  Finally, V20 Ghouls has been added to the release schedule.  Like Hunters Hunted II this looks to be another great supplement for playing a mortal in the World of Darkness, but in this case you are blood bound to a vampire and must serve his or her will regardless of your love or hate for your master. Also The Red List, the list of the Camarilla's most wanted, will be coming back to print in an updated book that also includes information on Alastors, those who hunt these dangerous Kindred. 

Werewolf the Apocalypse will also receive a series of supplements over the course of the next year.  The Changing Breeds Kickstarter has ended and that book should be available for Print on Demand buyers in the next few months for those of who didn’t get a chance to contribute to the Kickstarter.  The next supplement will be W20 Rage Across the World that will explore the World of Darkness through the eyes of the Garou.  Next, Book of the Wyrm will provide more antagonists for your game, and perhaps even offer a chance to play as Wyrm tainted Formori or Black Spiral Dancers.  W20 the Umbra will follow that, with an exploration of the Umbra and dangers of travel there. 
Mage the Ascension will not be left out!  Digital Web 3.0 will finally offer updates to the digital realms that undergone so many changes since the release of the Mage Revised so many years ago.  Convention books for the Technocracy factions will continue to be released with Void Engineers being the next to go to press.  I haven’t read any of them, yet, but I have heard nothing but great things about these books! 
The only book that hasn’t been announced is Changeling the Dreaming, and I’m sure that announcement will be coming soon!  All of these books are going to be made available through The Onyx Path’s open development system so that we, the fans, can contribute and make these books even better!  It takes fans and developers working together to make a game great! 
The next year will be exciting for World of Darkness fans!  Make sure to support the forthcoming Kickstarters and if you miss the Kickstarter like I did with W20 Changing Breeds buy the books on DriveThruRPG!  It’s our responsibility to support these great games!