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Astral Realms $17.99
Promedio de evaluaciones:4.9 / 5
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Astral Realms
Editorial: White Wolf
por Philip [Comprador verificado]
Fecha en que fue añadido: 10/15/23 21:26:55

A really comprehensive and excellent guide to using the Astral in mage games. Easily compatible with 2nd edition as well - honestly it's one of the few must have 1e books. The Anima Mundi stuff especially is awesome - every mage game should involve a pilgrimage there at least once.



Puntuación:
[5 de 5 estrellas!]
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Astral Realms
Editorial: White Wolf
por Megan R. [Crítico destacado]
Fecha en que fue añadido: 08/12/16 07:28:29

The opening fiction tells a tale of a couple of mages chasing around... their minds? Spaces other than the real world, anyway, yet real enough to those venturing there. It's all a bit confusing, compounded by a heavy background with shadowy images that makes it hard to read in places.

The Introduction tries to explain further, that being Awakened opens access to many worlds that are contained within each individual's soul. Dreamquests and astal voyages are needed to tap their potential... and one hopes that somewhere along their training, lucid dreaming techniques are included. Others can participate in these trips inwards, and secrets can be discovered. The scope of such dreamquests is immense and limited only by the imagination, and it is intended that they should play a part in the chronicles you tell. The theme is that of introspection, reaching truths that are otherwise inaccessible... but they are not safe to travel, either.

First, Chapter 1: Shaping the Mists takes a look at astral magic - how does a mage's magic work there at all, and what spells and rotes will give practical help. As you might imagine, magic doesn't work the same way it does in the real world, and the results might surprise you. For a start the laws of astral space are quite different from the physical laws we are used to, here they become mutable and changeable - sometimes so much so that the term 'law' doesn't really apply any more! Fortunately magic does follow some rules, at least sometimes. Astral space is all about symbols and meaning, so if you can figure those out you have a starting point from which to start manipulating the world around you, however odd it might appear.

Then Chapter 2: Mapping the Impossible provides a guide to the three levels of Astral Space: Oneiros, Temenos and the Anima Mundi. It talks about finding your way around, and describes the wonders to be found. To start off, getting there involves going inwards, deep into your own soul, through there to your dreamspace and deeper still into shared realms. It always feels like a journey, however you get there and whatever you want to do once you arrive. It all begins with a mental exercise, likely different for every mage who makes the attempt. Crossing from your own dreamspace into the shared spaces that are the astral realms takes you outwith your own control and mental discipline.

Next, Chapter 3: Denizens and Things gets down and dirty with what might be found there. Needless to say, not all are friendly and some might be quite surprising! Even in the bits you might think are 'yours' there many be intruders and once you venture forth into shared space, it's likely to be crawling. So here we learn about daimons - constructs that mimic the dreamer and can manipulate dreamspace towards their purpose, which it to 'improve' the dreamer, generally in some ethical or ideological direction. However it may seem at the time of an interaction with your daimon, its intentions are benign, helpful even. Handled with respect, they can be useful guides. There are plenty of examples to give you ideas, but each daimon has to be custom-built for each individual mage. Naturally there are less friendly entities out there, and plenty of detail is provided on them as well.

Chapter 4: Dreamquests contains Storyteller resources with ideas and advice as to when and how you might introduced events involving the astral realms into your game. Basically, you can put whatever you want in there, a blessing and a curse at the same time... for in such complete freedom there lies the difficulty in nailing down precisely what you do want in order to tell the story you want to tell. There is a wealth of ideas here about the sort of stories you might prepare and how to go about it, retaining the weirdness and strangeness yet maintaining some kind of internal consistency that reflects the plot that will unfold. There's masses here to help you plan and run sessions involving a visit to astral space, essential reading if you are even contemplating going there. Finally, Chapter 5: Realms presents some actual places all detailed out and ready to visit... if you dare!

This sort of adventuring may not be for everyone - you may even find that not all of your group wish to engage in astral travel whilst some revel in it. It can however be powerful and thought-provoking, perhaps something to be used sparingly with reluctant travellers, characters who may only visit the astral planes once or twice in their entire lives; but which can be more frequently visited by those who enjoy the experience. It might also be useful when not everyone is available for a game session - those who are there engage in some astral travel, whilst time stands still for the absentees. Other groups may decide to avoid it altogether or make it a regular part of their mages' development and explorations of their own selves. Whatever you decide, here are the tools you will need.



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[4 de 5 estrellas!]
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