Mage: The Awakening Magical Traditions
Dec. 22nd, 2012 01:59 pmOne 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.
( 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.