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Mage Tarot Deck: For Mage the Ascension [Englisch] [Taschenbuch]

Nicky Rea , White Wolf Games Studio , Dan Smith
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Produktinformation

  • Taschenbuch
  • Verlag: White Wolf Pub; Auflage: Pap/Crds (September 1995)
  • Sprache: Englisch
  • ISBN-10: 1565044339
  • ISBN-13: 978-1565044333
  • Größe und/oder Gewicht: 15,4 x 12,9 x 2,7 cm
  • Durchschnittliche Kundenbewertung: 2.9 von 5 Sternen  Alle Rezensionen anzeigen (9 Kundenrezensionen)
  • Amazon Bestseller-Rang: Nr. 519.872 in Englische Bücher (Siehe Top 100 in Englische Bücher)

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1 von 1 Kunden fanden die folgende Rezension hilfreich
Format:Gebundene Ausgabe
I think i understand the reasons behind the change of scope on Mage Revised, when i began playing the game (since first ed.) there were a lot of things left to one's criteria, fortunately my troupe of players get along quite well and together we made something great of a system full of holes. Don't get me wrong on that last comment, the concept of the game is the most inovative i have ever played on 12 years, but for newcomers i can understand the despair one could feel at the amount of freedom the system offers. As far as the old revisions went, they got you involved on a great scale war which spanned several realities in conflict, it was very easy to forget about the real place of the fight (Earth) and get involved in petty politicing with astral spirits (Umbrood) or just get lost inside your huge tradition full of all powerful archmages who could do things you would never be able to do in several lifetimes. What they did was to cut the strings and leave all the omnipotent players outside in order to put the low level apprentices (that means you) in charge of saving the world. It may sound fun for those who are new to the system and disapponting for all who have survived titanical battles in the past. They give a simpler (and better) look at magic, the difficulty to pull the legendary rabbit out of the hat increased a lot and is nearly impossible to leave earth now. My advice: Buy this if you have never played the system and if you really like it get the second edition so you can see the difference. If you have already played the game, don't bother and keep surviving under your own system. Why the three stars? If it was the first time i read about this game i probably woud have gone for the five stars, but since i have already looked at two other version of the system i really expected more from White Wolf, if they could do it with Vampire, why not with Mage?
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1 von 1 Kunden fanden die folgende Rezension hilfreich
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I just started running a chron (my third Mage chronicle), and we transitioned to Revised rules seamlessly. Overall, MAGE Revised is definitely worth the money. The clearer rules made a deep (and positive) impact on the flavor and pace of my game.

WHAT DOESN'T WORK: Some art is cartoony, and the fiction is bland compared to the First and Second Edition material -- the intro piece in particular is simply an infodump without much entertainment value.

Rules on the backgrounds of Node and Wonder and the new trait of Resonance are intriguing, but should have been clarified in the core book or wholly moved to another publication. Inclusion of such vague rules introduces confusion into the core sourcebook. In addition, some of the changes to the Sphere rules change the Sphere interaction somewhat drastically, and adding a page summarizing those changes would have been helpful to Second Edition players.

WHAT WORKS: Rules for casting are much clearer, and the new rules on foci work beautifully. Putting a new emphasis on ritual encourages players to treat magic like magic, not psi or superpowers. Merits and Flaws are a welcome addition to the core book, and they include some wonderfully creative eye-openers. The clarification of rules governing Avatar, Arete, and accumulated successes are excellent. Aside from the omissions mentioned above, the rules are well-written and clear up a number of gray areas from Second Edition.

Expanded material on the Traditions provides a nice overview of the various factions and weaknesses of each Tradition. Each Tradition receives four pages of text that present an overview of the factions, group organization and philosophy, group drawback, and the usual stereotypes of other Traditions. The stereotypes possess far less attitude than in previous editions, but this is a minor personal quibble on my part. Each Tradition includes a new faction not presented in previous materials.

There IS a long-term plot cooking in the background now. In previous incarnations of MAGE, the Ascension War offered more of a framework than a metaplot. It was a formless war in many ways, and never seemed to carry over consistently between books. The MAGE universe seems a lot less static now, and I like the new sense of direction and momentum.

MAGE Revised presents a darker look at the MAGE setting. However, it doesn't seem that different than the old mood. Contrasting a more personal street-level flavor with the epic aspects of MAGE makes the magical side of the game that much more powerful. The book contains plenty of story ideas and is not limiting in the least. I highly recommend it.

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But unfortunately I cannot truely hate this book. Because as much as I would hate to admit it, Mage Revised does clean up some problems with the Magick system. In Second Edition the magic rules were much harder to figure out. That has all been cleaned up in Mage Revised, and yes that makes the game much better. However I have many problems with the game. The game assumes that the Ascension War is over... although if that were true any other Ture Mage would die from paradox for casting any spell. It is more like "The Ascension War is Over" although nothing has actually changed that much. In fact the writing cannot seem to decide if the war is over or not. It mentions that people still fight the Technocracy, and in much of the same ways as before. That seems to be a common theme in much of the new material, they cannot decide if it is the way it was, or a new way. Like the paradox rules. Some parts say that you lose all your total in a backlash, while other parts say it happens like in Second Edition. Very confusing. Also they had almost no information on the Umbra and the Technoracy, making you buy other books (Namely "The Book of Worlds" and "The Guide to the Technocracy") to fill the void left out in this edition. Over all I cannot recommend it, and suggest that you go buy Second Edition if you can still find it.
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For Clever Players and GMs only...
This is White Wolf's second best game after vampire the masquerade. If you are a GM, just look for intelligence players, otherwise, the game won't be fun. Lesen Sie weiter...
Veröffentlicht am 13. Juni 2000 von "muzaffer"
Junk
The writers obviously did not understand what Mage is all about. How I wish the writers of Mage 1 and some of Mage 2 were still writing for Mage in White Wolf. Lesen Sie weiter...
Am 8. Mai 2000 veröffentlicht
What's all the fuss about?
I simply don't understand the fuss being raised over the new edition of Mage. True, I concede that a few things were left out and I fault the publishers for that but the... Lesen Sie weiter...
Veröffentlicht am 18. April 2000 von The Hemlock Kid
Don't waste the Cash Find 2nd Ed if Possible
Mage is in part a game dealing with Hubris. Mr Heinig and his lackies, including the always helpful Dierd're Brooks, have managed to show us just what that is by managing to wreck... Lesen Sie weiter...
Veröffentlicht am 13. März 2000 von Jordan Prescott
Magic without the K
I have been playing Mage for 5 years now, and have quite the collection of the books. When I heard that Phil Brucato was leaving the line, I was dismayed, for he has brought such a... Lesen Sie weiter...
Veröffentlicht am 9. März 2000 von Yuri Zahn
A serious mistake: buy 2nd edition.
This book is a revision of a previous version of Mage, the 2nd edition, which is still available. This edition has very few substantial improvements on the previous edition, fails... Lesen Sie weiter...
Veröffentlicht am 8. März 2000 von Enantiodromos
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