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Mage: The Ascension (Revised Edition)
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Mage: The Ascension (Revised Edition) Customer Reviews
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♥♥♥♥ Not Better, Just different
I remember Mage: the Ascension from it's first edition way back when, and it was a really good tabletop RPG. Players were mystic (or even technomantic, in the cases of the Virtual Adepts and Sons of Ether) revolutionaries fighting for mankind's freedom of thought, misfits championing ancient and/or fringe beliefs that could make people's lives better, protectors of cultural diversity in the face of the Technocracy's homogenizing cultural influence.

I remember Mage Second Edition, which refined all this a bit and delved more into how Mages fit into the rest of the World of Darkness. This, too, was good, as Mages are as much a part of the world as anything else.

And now there's the revised edition, the one above. The Technocracy and the spirit worlds aren't really dealt with in this book to leave space for dealing with the core rules. Yes, those things are important, but they have long since had their own sourcebooks for players interested in them. The Umbra in particular isn't discussed because starting players, given the current (as of this book's publication) metaplot, can't get there. Mages have been cut off from their friends and places of power in the spirit worlds, and are now forced to do what they had been avoiding for so long: dealing with the rest of the world on a regular basis. How do you champion individuality for an apathetic populace? How do defend freedom of thought for people who don't want to think for themselves? Is it worthwhile to aspire for wisdom, enlightenment, and personal gain while the rest of the world goes to hell in a handbasket?

This edition of Mage: The Ascension is just as good as all the others, and brings up whole new themes for players and Storytellers alike to enjoy.

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