Mercule
Adventurer
Umbran said:Mage has, imho, what ends up being both the best and the worst magic system ever created. It is the worst in that, in the hands of a permissive or unwary GM, it is perhaps the most abuseable in existance. It is the best in that in the hands of the right GM, it is the most flexible and flavorful thing I've ever seen.
Truer words have never been written. Mage is open to massive abuse and rules lawyering because the magic rules are so open and dynamic. With a GM that knows what he wants and knows what he is doing, it rocks. In other hands, well... that first step's a doozy -- but it is learnable. Having players who are really into the background helps, too. I never picked up the Revised (moved back to D&D), but it looked like it made some of the paradigm (background) issues a bit clearer.
My advice, depending on finances, is to pick up the M:tA Revised core book, but none of the suppliments. Play Mage: the Ascension for the next few months, until Mage: the Awakening comes out, then switch. The new World of Darkness/Storyteller set-up is vastly superior to the old one so far, and I expect Mage will be the same story.
One of the greatest things about the Storyteller system is the way the system can easily be pushed into the background. Also, only the GM needs to understand much about the game at all. I've run several campaigns where the players brought neither dice nor character sheets to the table -- in fact, they usually don't even know their stats. I make the characters based on player input and write up dossiers for the players. There is no other system that I'd feel comfortable in doing that. But that's a technique I don't recommend to newer GMs.