Dec. 22nd, 2012

chuckro: (Default)
One of the things I particularly missed from the Mage: The Awakening core book versus entire versions of Mage was the pulling in of real-world cultures, even if they were in a ridiculous over-the-top, badly-researched form. The Old World of Darkness felt like a world (albeit a crowded one, conspiracy-wise). The new one often reminds me of the “Points of Light” setting design used for D&D4E, where there are a bunch of interesting powers/items/creatures/setpieces that you can drop into the world of your choice. This book makes an attempt at making up that difference.

It's the best of the books so far, but still not up to OWoD snuff. )

Overall: Do you play Mage: The Awakening and want to tie in real-world magical traditions? Then this book is for you. If you don’t, it probably isn’t.

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