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as a contributor to this project, i was very happy with how it eventually turned out. the writing is consistently high quality, and the original art provided is excellent. a great resource for mage fans who want some contemporary odds and ends to add to their games!
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Creator Reply: |
Thank you Yui! Really loved learning about Anti and working together to create the story. Thank you again for your support of the project. |
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one of the best world of darkness fiction pieces. entirely captures how street-level mage looks & feels, and is highly recommended for anyone playing a hollow one. this book is a love letter to mage & all the other world of darkness lines and is filled with hilarity & wit.
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absolutely essential for any mage player or ST to understand the mood & themes of mage, this is practically the game's bible.
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another one of these early generic nWoD books that doesn't have a tight focus and is more just a grab-bag of nice sounding concepts, in this case being a bunch of tiny modules that you can stick into any game. some decent material but the circus stuff is so plainly just a worse & generic rip-off version of oWoD's midnight circus. for completionists only
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almost all the changeling the lost 1st ed material is worth checking out, but this in particular is an enormous toolbox for both players and GMs to be able to use. great art, great content
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decent material for knowing about 2000s western militaries and how to include them in your game. slightly generic though and could use an update
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a well-made update to previous sorcerer material, but seriously, don't use the advice in here about giving supernaturals and mages access to numina, it's a bad idea that encourages min-maxing and mechanics bloat and makes mortal sorcerers much less special.
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a painfully generic book from when they hadn't really figured out the direction they wanted to take the new world of darkness into. maybe some nice ideas, but otherwise this is just a collector's item from a bad period of writing for a great gameline.
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the new stories here are nice, but a lot of this stuff is collected from previous vampire the requiem intro fiction. not really necessary unless you're skipping out on pre-2nd ed material entirely
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one of those games that i'll never get to run but that is sure is fun to read about. very well made
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i'm not a huge fan of how the revised mage avatar storm metaplot really harmed the power and resources of the void engineers, so some of this book doesn't quite work with how i want to portray this faction in the games i run. regardless, this is a book worth reading for the enormous amount of explosive plot hooks that you can easily build an entire chronicle around, especially the iconic threat null that has the potential to change the entire mage cosmology.
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i hate the syndicate with a passion, so when i say this, i mean it: this book is so good & well-written that it'll make you kinda like the syndicate.
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the progenitors are the duct tape & chewing gum holding the technocracy together, and this revised convention book goes a long way into taking them out of their stuffy laboratories and into actually helping sleeper society. also, they love killing vampires; how could anyone call them evil?
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the glorious start to the 2010s run of revised technocracy convention books. the NWO have always been one of my favorite factions in mage, and this adds so much information and plot hooks to run stories with. all of the revised convention books also have great ready-made characters that can really help players get an idea as to how to make an interesting, unique character concept. imo, this is one of the best written mage books out there and i'd consider it mandatory if you want to understand how the technocracy works as an organization
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100% necessary for running a technocracy chronicle, despite being almost 20 years old this is still a great modern look at the most high-tech convention in the mage setting
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