Dec. 8th, 2012

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Not quite the usual storyteller’s guide, this book is billed to be less about tips for running a campaign, and more for ideas on how to create ones that keep Mage: The Awakening fresh and interesting. It includes how to run Mage in other genres, both system changes (particularly to account for differences in paradox) and shallow setting/mythos changes; how to re-skin the magic system as psychic powers or hypertech; and a bunch of campaign suggestions.

Don't get your hopes up. )

Overall: This is useful if you are relatively new to running full campaigns and particularly like Mage: The Awakening, but there are better overall resources for the new GM (the D&D 4E Dungeon Masters Guides were quite good) and better sources of really interesting campaign ideas (which include most of the old World of Darkness line and a bunch of the Fast Forward Entertainment D20 books I’ve reviewed in the past).

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