Truth Until Paradox Humanity lies ignorant, wandering through their empty lives like sheep. The true power in the world comes not from wealth or armies or science. There is only one true power: The... This description may be from another edition of this product.
This GURPS supplement is derived from White Wolf's Mage game, from when that game was in its first edition. It adapts White Wolf's much more free-form magic system into GURPS mechanics. It's not really compatible with the (then) pre-existing magic system for GURPS, as this version is far more powerful, and if your GURPS game mixes genres, old-style wizards and magic-user types are liable to feel ripped off, as they will have paid more character points for less power. I feel that this adaptation captures much of the feel of the original White Wolf game, while adding the ubiquitous game-mechanics of GURPS in an appropriate manner. Much of what makes the White Wolf version hard to play is the absence of hard-and-fast system rules. The GURPS version attempts makes up for that without eliminating the open-ended feel of the original magic. In the end, a compromise is reached. This version strikes a balance between total game mechanics-oriented and free-form story-oriented magic.
Hate to Burst Your Bubble
Published by Thriftbooks.com User , 25 years ago
No offence to Robert M. Schroeck, but just buy the original game. The GURPS version is good, but seriously the game was designed under a COMPLETELY different dice mechanic. The original Mage the Acension is VERY good, with a huge amount of support, most of it quite good. So if you want to play a Mage game, buy the original. But if you want REALLY powerful Magick Users in your GURPS campaign get this book.
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