Mage: the Sorcerer's Crusade


log in or register to remove this ad

Andrew D. Gable said:
How is this game? Saw it on DrivethruRPG, and thought it looks interesting...

Great stuff. It's the Mage game set in the Renaissance era. I seem to recall that the magic system is not as well fleshed-out as in the modern Mage core book (Mage:SC is derived from Mage 2e rules) but the setting material is wonderfully evocative. Plus its big and purple. What more could you ask for?
 

That was one of their "WoD in other times" books that never really took off, like Werewolf: the Wild West. I never heard much about it, I don't know that many people did much with it. I don't think it deviates much from core Mage. You'd probably get more info asking the same question on the white wolf forums or rpg.net, though.

Dark Ages: Mage is supposed to be wonderful, especially the revamping of the "sphere" system into foundations and pillars. Needs DA:Vampire as its core book, or they have the baseline rules floating around somewhere as a free pdf I think, but if you know any WoD games you can probably sneak by with just the DA:M book. If you're looking for a medieval or renaissancish Mage game, you might do better with that one.
 

Mage: Sorcerer's Crusade, in a better world, would be a monster hit. Great book, great setting, and some really evocative supplements, especially the Path of Screams book, the one (and only) WoD sourcebook that makes evil not cartoonish nor kewl while also not making it simply misunderstood.
 

Well, I played in a MtSC campaign until recently - it ran (troupe-style) for about 5 years. And I must say that I agree that it's a really evocative setting. At first it reminded me of Ars Magica, but as the game advanced the scope and opportunities were greater. At its root, this is a game about the fight for the definition of what is Real. Players can get to be involved in deciding whether there will even be a Renaissance, or whether the mysticism of the past will endure.

Yes, it's a lot of work if you want to set it against an historical background. But keep the scale small, and don't sweat the details, and you can use it right out of the book. Its weakness is perhaps not being clear exactly what the PCs are meant to do, i.e. you need to have a vision of the game to get started. But the play was great fun - and it would probably be fairly easy to port over the new World of Darkness rules mechanics, if that's your thing.
 

That setting put out one of the best books on monsters ever made "The Bygone Bestiary". It is a book every fantasy gamer should read. It deals with a wealth of topics and does not shy away from the often ignored facets of the creatures of history.
 

It also has a great supplement on dark sorcery, if abit on the adult side. I even used some of the concepts from that book in my Ravenloft game to great effect.
 

This is one of the few WoD products that I have been interested in (the Mage stuff, and historical MAge settigns especially). Does anyone know how difficult it might be to use this material with the new WoD core book that just came out?
 

Remove ads

Top