My first encounter with Mage was reading the 1st edition's player's guide "The Book of Shadows" on a lazy afternoon at a friend's place. I remember telling my friend "I'm willing to run a game as soon as the Technocracy become a playable faction, they are the only ones who at least have a chance to make sense in this world"
I kept my promise when Guide to the Technocracy came out and I have been running games with Union protagonists for many years since. After the Revised Convention Books and M20 this was a book I truly looked forward to and backed it right away.
So far I have not yet received the final copy, but I have read through most of the pre-release PDF that backers got. This copy still has a number of editorial flaws which I hope will not still be in the final edition, but in general it seems to me like a very fitting re-orientation of the Technocratic Union for the 21st century.
The presentation is part in character and part pure game information, and they flow nicely together. Often the crossover line between one and the other is not handled too well in WoD publications, but this book does a good job. The themes of the "reloaded" Technocracy feel real in the world of today. Here we have an organisation - while still powerful - that had to let go of its aspirations for total control. Many of their grand plans have turned against them, and in the face of failure they have to also admit that the world hasn't become better because of them; that in their single-minded pursuit of "winning" they have completely lost sight of the ideals which were supposed to give them true purpose.
Yet, the "reloaded" Technocracy is still an organisation of global totalitarianism. In its reformed, more diverse and egalitarian approach even more than before. For this Technocracy it finally doesn't count anymore which ethnicity, gender or nationality you were born with. All those attributes are ultimately meaningless and have to be overcome for the greater good. As long as you can play your part in the project of creating a unified global humanity you're welcome.
In their own way they are as sinister as ever though, but now their tactics are no longer about dragging deviants into windowless rooms and brainwashing them. Today's Technocracy does its work by rallying the idealists of this world for the last stand against complete collapse and completely immerse them in this gritty campaign to create an utopia against all odds.
My main criticism against this book is that it lacks a bit in historical context. Of course, seasoned Mage fans will know much about the backstory of how they came to be like they are, but I would imagine that a first time Storyteller who wants to understand who the Technocracy are and why they are like that will be left with too many questions. Devoting too much on the same history would of course also have disappointed the long-term fans who wanted to read mostly new stuff. The writers had to walk a narrow line there but even as an old Mage player I found they went a bit too much on one side.
Also, I hope that the final version contains more example Procedures, because nothing helps both players and storytellers understand the complications of playing this game like practical examples.
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