Rating: [ 7.08 / 10.00 ]
Game Info
| |||||||||||||||||||||||||
![]() | Game Summary | [ Edit Main Info ] |
Set in the history of the Mage: the Ascension game setting, Mage: the Sorcerers Crusade explores the tumultuous era of scientific discovery, artistic innovation and social upheaval known as the European Renaissance. The Order of Reason, a fraternity of philosophers, artisans and other like-minded souls have organized themselves to protect and raise up the teeming masses of Christendom from the predations of dogma and, perhaps most importantly, the elitist mages of the land.
Meanwhile, the Council of Nine Mystick Traditions officially organizes itself in response to the Order of Reason's actions, bringing radically different cultural and magical viewpoints together in an uncomfortable alliance against the Daedaleans and their devices and inventions. Thus, the stage is set as magic, science and faith struggle over the future course of western civilization.
Mage: the Sorcerers Crusade is mechanically very similar to the second edition of Mage: the Ascension. The one major difference is Scourge. Taking the place of Paradox, the Scourge comes into play when casting magical effects. A die roll by the player determines whether the mage gains a boon, suffers a bane or goes merrily on her way, untouched.
As this is the history of Mage: the Ascension, it is rather different from the present. Two Traditions, the Sons of Ether and the Virtual Adepts, don't even exist yet. The Council is comprised of the Ahl-i-Batin, the Akashic Brotherhood, the Chakravanti -- sometimes known as the Euthanatoi -- the Choer Celeste, the Dream-speakers, the Order of Hermes, the Seers of Chronos -- who eventually become the Cult of Ecstasy -- the Solificati, masters of alchemy, and the Verbena.
The corebook also covers the societies of the Order of Reason: the Artificers, mechanical craftsmen, the Cabal of Pure Thought, uniting all under one god, the Celestial Masters, astrologers and astronomers, the Craftmasons, builders and designers, the High Guild of financiers, the Hippocratic Circle of healers, the Ksirafai, a secretive society of assassins and plotters, and the Void Seekers, those who explore beyond the known world.
In addition to character creation and the usual rules systems, the corebook also gives a basic discussion of life in Europe during the span of years the Renaissance encompasses, like how society is structured, the importance of church and nobility, the conflicts of science and faith, European and foreigners, and so forth.
Meanwhile, the Council of Nine Mystick Traditions officially organizes itself in response to the Order of Reason's actions, bringing radically different cultural and magical viewpoints together in an uncomfortable alliance against the Daedaleans and their devices and inventions. Thus, the stage is set as magic, science and faith struggle over the future course of western civilization.
Mage: the Sorcerers Crusade is mechanically very similar to the second edition of Mage: the Ascension. The one major difference is Scourge. Taking the place of Paradox, the Scourge comes into play when casting magical effects. A die roll by the player determines whether the mage gains a boon, suffers a bane or goes merrily on her way, untouched.
As this is the history of Mage: the Ascension, it is rather different from the present. Two Traditions, the Sons of Ether and the Virtual Adepts, don't even exist yet. The Council is comprised of the Ahl-i-Batin, the Akashic Brotherhood, the Chakravanti -- sometimes known as the Euthanatoi -- the Choer Celeste, the Dream-speakers, the Order of Hermes, the Seers of Chronos -- who eventually become the Cult of Ecstasy -- the Solificati, masters of alchemy, and the Verbena.
The corebook also covers the societies of the Order of Reason: the Artificers, mechanical craftsmen, the Cabal of Pure Thought, uniting all under one god, the Celestial Masters, astrologers and astronomers, the Craftmasons, builders and designers, the High Guild of financiers, the Hippocratic Circle of healers, the Ksirafai, a secretive society of assassins and plotters, and the Void Seekers, those who explore beyond the known world.
In addition to character creation and the usual rules systems, the corebook also gives a basic discussion of life in Europe during the span of years the Renaissance encompasses, like how society is structured, the importance of church and nobility, the conflicts of science and faith, European and foreigners, and so forth.
Game Editions | [ Add Edition | Edit Edition ] |
Selected RPGnet Reviews | [ See 5 Reviews | Link Reviews ] |
| Rating | User | Summary |
| 5 + 5 | Andres F Pabon | Mage: The Sorcerers Crusade. No summary available for this older review. [ Read Review ] |
| 4 + 4 | James Maliszewski | Mage: The Sorcerer'sCrusade. No summary available for this older review. [ Read Review ] |
Selected User Comments | [ See 30 Ratings | See 7 Comments | Add Rating ] |
| Rating | User | Comments |
| 8 / 10 | DrFaust | Just lovely. Easily the least charged and most accessible rendition of Mage. |
| 10 / 10 | Alvin Frewer | Using White Wolf's Mage: The Ascension as the template, this is the best implementation of those rules and they fit perfectly in the Renaissance setting. |
Your Thoughts |

