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7 of 9 people found the following review helpful:
4.0 out of 5 stars
Mage: Humanity's War for Ascension, 13 Nov 2002
By A Customer
Mage: the Ascension is a role-playing game based on the idea that reality is defined by what you believe in. If everyone believed they could fly, everyone would fly. If everyone believed you could burn petrol in complex metal machines in order to propel yourself along the ground at speed, then you could. The world is as it is because almost everyone agrees on many of the things that make it up - air, animals, cars, planes, computers, etc. Everything is like this to protect it from the universe outside Earth; the force behind 6 billion minds in agreement is powerful to say the least. What if you could run things your own way though? If you used that ability to define reality in you own manner? The Mages are the few amongst us who realise that we still have the power to define our world as we wish, we don't have to accept what everyone else gives us. They are the ones who still believe in magic, though a subtler kind than the fireballs and lightning of old. If a Mage sneezes a fireball from his nose Consensual Reality says 'that doesn't happen' and so it probably won’t. If a Mage causes a leaky gas pipe to explode _just_ as his enemies walk past it, well ... leaky gas pipes _do_ explode, so the Mage might get away with it. But then, everyone wants to do magic their own way and a war over whose way is best ensues. Mage: the Ascension is a game of subtlety and philosophy, of this war to try and define the ultimate reality as you see it without it blowing up in your face. It _can_ be played as a system for a frag-fest, but there remains that depth for those who want it.
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5.0 out of 5 stars
Good service, 7 Oct 2011
The book arrived on time and properly packaged. The seller took care of the good condition of the book and included a corteus letter to make sure of my satisfaction.
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5.0 out of 5 stars
mage the ascension, 30 Oct 2009
i personally think mage as the most interesting and amazing rpg ever made.
the basic assumption is: you are a mage, an "awakened" and in you hand there is the potential for changing the world, literally or not. with well defined yet open backgrounds taken from different cultural sources you have the occasion to portray one of such "mages" which confront themselves with the staticness of our present world, with different ideals. apart from this one of the fanciest ideas is that your magic works accordingly to your own vision of the world ("paradigma") so you decide what and why you're working miracles and in which way you affect reality. the one and only problem is that reality strikes back, trying to push out what doesn't standardize to the "consesus" (the common vision of the world as shared by the mass of "sleepers" - let's say normal humans), so your magic could do almost everything but you have to do it in a subtle way. as someone rightly said "phenomenal cosmic powers - itty bitty living space". all of this in a solid philosophical framework that stretches from morality, religion, pop culture to the foundation of reality itself. surely more complex than D&D but also an occasion to a different, more mature (and entertaining) experience.
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