White Wolf have consistently reinvented the supernatural creatures in their world of darkness into interesting and original ideas. Sorcerer's Crusade is no exception; billed as the clash between magic, faith and science it certainly is that with a huge potential of ideas to use. Metaphysically, as Mage gamers will know, the world is in a state of struggle between stasis, dynamism and entropy. In the world of darkness renaissance however, reality and belief has yet to 'set' unlike the modern mage wherein science and progress has captured the common person's imagination, raw blatant magic is permissable by the young traditions but is becoming harder as the order of reason (the early technocracy)puts forward it's version of magic ie science; the traditions have to work fast and on a grand scale to turn the tide of belief against science and back to the wonder of magick. I got a lot out of this game and still do - the scope is huge. You can have a chronicle as serious and deadly as you like or play it like Baron Munchaussen with flying ships, strange moon spirits and outrageous feats of magic. I would especially recommend this to those who have played Mage:The Acension - it may give you a wider understanding of the current state of play.
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