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This supplement provides us with Esoteric Experience and Mysterial Merits, both of which are great additions to both the setting and game system. If used sparing, it can help make the game slightly stranger, with rare anomalous characters that can add more flavour, mystery, and possibility, without needing to upstat the character. These mechanics also make keeping a character diary even more useful. Helpfully, Terry ends the book with some variants, designed to be even simpler. Whilst not an essential book, I’d highly recommend it for anyone wanting to add extra layers to their games.
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A great supplement providing a useful overview of all things Umbra from a Mage perspective. Especially valuable due to the differences between Mage editions, plus some helpful notes about other World of Darkness gamelines. Whilst the book is mostly summarising information from other books, there is the bonus of new ideas, the consideration of differences, as a quick reference, this supplement can save players from needing to check multiple other books.
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In addition to being a fun and interesting examination of the Revised Metaplot, the book also provides a useful summary. There are a plethora of options to consider, which is a fun endeavour in and of itself. Also of note is that the Red Sign is applicable to all of the old World of Darkness metaplot, as well as the examination of how other metaplot events may have affected the other game lines; so, maybe a group not playing Mage could still benefit from this book.
Even if a group is not planning on using old metaplot, or a new spin on old ideas, this book could still prove useful as a source of ideas/information for alternate timelines or Mirror Worlds. Another noteworthy point is that the word count is wonderfully focused, plus the bonus of making it easy to find information on a specific topic.
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TL;DR: A high-quality book that perfectly adds to Mage, plus the World of Darkness (see below). Consider this a core book.
Want more? Okay, given the vast scope of Mage, there are so many topics that have not received the deep-dive that they could really do with; a classic Mage problem, but also an understandable one considering the scope of the game. This supplement wonderfully expands upon Nodes, Resonance, and Quintessence, but that would be too simple and so it is great that the author, Charles Siegel, also examines Tass & Ley Lines. The book’s information is clearly presented and thorough, whilst avoiding swamping the game with extra complexity. For example: the rotes are helpfully listed in subsections, making it easy to find a rote relating to a specific topic.
The supplement’s opening is strong, explaining why the book was created. The next topic is a key question in Mage, The Nature of Nodes. It provides us with 13 theories about nodes via a paradigm P.o.V., something that will empower most games. The theories also cover how an individual’s viewpoints, might influence the ways they’d handle a node in relation to the Ascension War, as well as other types of Nightfolk; whether to defend, abandon, or destroy a node. Giving Nodes Resonance, plus other mystical aspects, helps emphasize both the metaphysics of the setting, as well as why some Factions may miss, dismiss, or prioritize a location. All-in-all this first section alone makes this book a must have for any Storyteller, providing a web of ideas to help make the Ascension War easier to grasp. The paradigm overview is a substantial source for enhancing in character discussions/debates.
The node building section matches the mechanical approach of Mage: the Ascension, so it should feel straightforward, intuitive even. How a node relates to the other Nightfolk was a welcome addition, giving the book a bigger scope than just Mage, in particular Werewolf, Changeling and Wraith. The 32 examples are splendid, plus demonstrate how this supplement’s new system works. The nodes are interesting locations to add to any game, covering a wealth of factions, plus the bonus that some have tremendous historical importance. There are so many great ideas here, but I want to avoid spoilers, so I’ll just touch on a few.
One can imagine the countless stories covering millennia for control of The Delphic Oracle! Likewise, the more modern node of The Manhattan Reactor is a great idea, plus adding to the Technocratic Union’s dark history.
Nodes specifically involving other Nightfolk? Well, there is the superb, The Blood Fountain of the Tremere, which gives an epic plotline to tie-in Vampire: the Masquerade, adding a literal landmark to the Massasa War. The node of The Silent Sept gave me pause, as I processed several thoughts and feelings about what it represents; if I reveal that it relates to the Croatan Tribe, players in the know will appreciate this node’s gravitas!
If you are a World of Darkness player, in particular if you have a bit of an interest in Mage, I think you will benefit and enjoy this outstanding book. One of the benefits of the Storyteller’s Vault is the numerous interesting niche topics that can be explored, but this is no niche. For me, this supplement feels like a core book, standing alongside the official products, a must have, especially given its low cost.
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TL;DR the book covers what the title says and has some useful suggestions. If you are a Mage fan this book has ideas for you. If players/STs are struggling then I definitely recommend this book. If you are a Mage expert, maybe this book is just a 3/5 for you, since experts likely have many proven dynamic pitches, plus the ability to quickly adapt and personalise chronicles; but maybe they’d still get something from this book, or enjoy reading more Mage things.
For those wanting more details, here is a deep dive. From my experience, players new to Mage typically fit into one of the following non-exhaustive groups:
A) Those that need help with the scale and implications of the setting. Character creation alone introduces a lot of Factions; does a player need an overview of each?
B) Those that struggle with the concept of what Spheres can do, plus maybe the rest of Mage’s metaphysics: Paradox and its many manifestations, the different realms, and in particular the topic of what counts as Coincidental / Witnesses / Vulgar magick.
C) Those that also that struggle with A + B.
D) Those that struggle with neither.
For people wanting more advice for dealing with Group B, I can appreciate why some might give the book a 3/5. However, from a certain P.o.V., Satyros does provide advice about the Spheres, from Focus over Spheres, ways to reconsider Witnesses and Vulgar Magick, different ways to use Paradox, to highlighting centring a game low level characters and stories, on more mundane but personal matters. My advice is don’t be quick to dismiss how these threads interact with each other.
Some might think advising people to strip back the scale of Mage, especially given the vast number of books, never mind just looking at the size of Mage 20th, is a simple and maybe even useless answer. I disagree, years ago I used to talk about the rich setting and the fun creativity of the Spheres, some of the players admitted to being intimidated before they began. When I returned to Mage I had an easier time persuading some new players to explore the game by focusing on the personal, not trying to summarise lots of factions, history, or metaplot.
I particularly liked the Arcane Approaches section. Whilst some may view this section as being weak or even obvious, maybe in hindsight it is. Personally, I think it helps make things easier, especially when combined with the rest of the book.
Will players in Group D benefit from this book? The title itself then should be an obvious indication to them about the book’s goal. It seems unlikely that Group D will see this book as a must read; I don’t think it is for them, but if someone enjoys reading Mage books, then I’d recommend this.
Could this book have gone further for those in Group B? Maybe, but I’m not sure more explanations will achieve what some are after. I’ve not experienced long-term problems with people in Group B, since over the course of a chronicle they have learned their characters range and explored different potential; but, I appreciate others may have different experiences. There are other products available that look at the Spheres, Nodes, etc., and maybe this work will inspire another product focusing on the details that some are after.
I enjoyed the book and I think this book succeeds in its goals, 5 drivethrurpg, 4 on Goodreads. :-)
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I love this book. I think it tackles common questions in a detailed and straightforward way, crucially without destroying the mystery or metaphysics of Mage. The World of Darkness (WoD) is a mysterious and contradictory monster (IMHO by design), so I assume most players have been involved in conversations discussing how fitting the WoD together could work. Example queries:
- How many Mages are there and how does this affect the Ascension War?
- How much violent crime does different parts of the WoD have, what does that violence translate social-economically? From when the games were originally created, how do we track the changes in real life to WoD?
- How does money work in a world of seemingly abundant Supernatural power, and in particular mind control?
And so forth, with each answer typically resulting in more fun queries. I love this about RPGs in general, that my groups and I get to decipher and decide; I’d very much have appreciated this sort of book back in the 90s, when we were are all first getting to grips with the WoD. It is not to suggest that the numerous WoD books have never presented questions and provided several answers, they have; nor to imply that this book is an exhaustive list of queries and suggestions. It’s that Terry’s approach of exploring different answers in relation to each over and also in a focused product is great and pithy; I’m a big fan of altering numbers/dials and exploring the results. I think what really takes this book from being classed as a Complete Success, to a Phenomenal Success, is including so many Story/Chronicle Hooks.
I recommend this book to all. Whether you are a new player or a veteran, there are many things contained within for you.
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Quick Review
Buy this game, it's at the very least I source of different ideas, and maybe you'll also get a lot more out of it, like I have.
Detailed Review
Do RPG mechanics sometimes get in the way of game flow, or even box-in peoples’ creativity? I’ve come across this line of questions on many occasions. The typical debate comes down to agreeing that rules abstraction is required, which I don’t fully agree with, but look at how most games leave character psychology to the players with no rules needed to track character mood or stress. For example, I am not a fan of the cyberspace/hacking design used in many RPGs. I’ve been working on a game for years in which I am using computer language structure as a part of my vast magic system, so I decided to do a search on RPG + hacking, to see if anyone had recently made some interesting mechanics. I was pleased to quickly find something new: Cryptomancer.
After a few minutes of reading about Cryptomancer I genuinely paused to absorb what I considered to be a genius approach to handling hacking in an RPG; to focus on the reality of hacking, not to reduce the idea down to a few simple dice rolls, or worse. Within moments I had a multitude of ideas racing through my mind, plus the bonus that old designs were being influenced.
I quickly contacted various friends to discuss the game, and to find out whether they knew anything else about it. Whilst waiting for replies I read a review, checked out some Reddit posts, and then decided to buy the PDF.
The PDF is a whopping 430 detailed filled pages, so it is very great value at $10. The layout fits the theme of the game, as does the artwork, which I think helps to drive the theme home by keeping drawings stark, and utilises grey-scale to help with the mood. The same art style is used throughout, helping with the book’s consistency.
I love the front cover, besides it being beautiful, it really helps to highlight one of the special things about this game: Shards. Shards allow a user to connect to other shards that originate from the same original larger shard, this collection forms a Shardnet.
There is also a vast network called the Shardscape, which is akin to the Internet. I think these concepts are well explained, and are novice friendly. All throughout the book more details are continuously added, allowing a reader to build-up layers of understanding about how the Shards influence everything, from a few individuals interacting to the international scale.
The game does not use an encryption skill, or a Shard skill. Some people may be concerned that this would affect game flow, or be too confusing for new players, but the book introduces the shard concepts carefully, with some great examples about different types of encryption. I think this is a wonderful example of proving that RPG mechanics are not always needed. Just present ideas for players and let them explore them.
System & Setting
These days there are so many different RPG systems and settings that I’d be quite surprised if a game could be called unique, but I do believe that there are still ways to stand out, and niches to explore. Cryptomancer’s focus on data security, encryption, social engineering, along with some different spells and items, brings this game close to being called unique. Interestingly the game setting is introduced as Tolkienesque.
I think this was a good design decision. For people that don’t play RPGs, they are likely to have heard of Tolkien’s work, and maybe even Dungeons & Dragons. Given how much new information the game presents, reducing the products overall learning curve makes sense. I think this decision also adds another benefit, allowing experienced gamers to understand how this approach to hacking fits in settings they are familiar with. The setting is not a direct copy of Middle Earth or the Forgotten Realms, and the differences are due to the shift in the Elf, Dwarf, and Human cultures in response to Shards and the magic of Cryptomancy. Thus there is something new, even if the foundation is familiar.
I adore R. Talsorian’s Cyberpunk RPG, despite the brutal skill system. The cyberpunk genre in general has dominated a big chunk of my life. I also like Shadowrun; I’m not one of those people that cannot like both. Some of the games of Mage: the Ascension I’ve ran have had the player characters (PCs) being members of the Technocracy, including some fun sessions of just playing Hit Marks. I was asked by one player whether Cryptomancer’s Internet-like Shardscape is just the Matrix/Cyberspace with a twist? I explained that both in setting, but crucially mechanically, Cryptomancer is doing things quite differently, that it is about the players learning how to exploit systems, and how to protect their own. So although Shadowrun already exists, with its fantasy races and cyberpunk themes, that Cryptomancer's differences translate to changing how a player approaches the game, as well as them possibly learning something new.
The book highlights the idea of adding the Shards and Cryptomancy to other settings, which is the main reason I was interested in the book. I did read the setting information, because I felt it would help my understanding of the ramifications of Shards and Cryptomancy, and from this I could determine how best to implement the ideas in to my own setting. I also liked what I read of the setting, and I am planning on running some sessions in the game’s setting.
Risk & Mechanics
The game is focused on the PCs being on the run from the settings main adversaries, the Risk Eaters. These powerful mages monitor the world using Dwarven decisions engines to predict dangers to the world, and in particular to the social systems in place, so they can dispatch agents to deal with problems before they get out of hand. The party has a Risk rating, which goes up as the party do things that affect the world, especially if the PCs are not careful in covering their tracks. Whilst the Risk Eaters are an inevitable enemy, with a combination of luck and care a party could keep the threat at bay for a long-time.
At this point I think I should mention the system mechanics, I’m only introducing skill checks since they tie in to the Risk rating, a percentage score. In Cryptomancer any skill check always uses a pool of 5 dice. When a character makes a skill check, their skill rating is used as the basis of the dice pool, adding a d10 for each skill point. If they have less than 5, then they add the remaining dice with d6s to take the dice pool to 5; the d6s are known as Fate Dice.
For example: a character making an Acrobatics check has an Agility of 5, then they roll 5d10, but if their Agility was 3, then roll would be 3d10+2d6.
For a trivial action the target on the dice is 4+, for challenging a 6+ and a tough check is an 8+. Add up each dice that successfully hits the target, but deduct a success for any botch. A botch on a d10 is a roll of 1, and on a d6 (fate dice) any roll of a 1 or a 2; fate is dangerous to rely upon!
For example: continuing on from the Agility of 3 with a challenging target of 6, the player rolls 3d10+2d6. For this example the dice result is d10(6, 1, 3) + d6(2, 6), meaning d10(successes of 1, -1, 0) + d6(-1, 1) for a total of 0 successes.
With 1 success an action is successful, whilst 3 successes means it is a dramatic success. Likewise if the pool total is -1 then it is a clear failure, whilst -2 means a dramatic failure. A player can choose to Defy Fate, which will raise the party’s Risk rating by 1 for each botch removed from a dice result, so a buying off a result of -2 will raise the Risk rating by 2. I particularly like this part of the system, and how it all fits together. I think it does several interconnected things:
- Keeps things simple, which is particularly good for inexperienced players
- I’ve met many veteran gamers who dislike having large dice pools.
- It results in an interesting bell curve. I am not keen on systems that have no bell curve due to rolling a single dice, ‘they have unnatural fate’. I’ll expand on this semi-joke, but important point, another time ;-) I do play and enjoy D20, Cyberpunk, etc., it’s just I prefer using several dice since they give reliable averages.
- Players have a choice, often they are about deciding between short-term vs long-term issues. There are other games that use fate systems like Warhammer, or Deadlands chit system, etc. This system’s Fate linked to Risk is like a Doomsday Clock.
- The mechanics help to keep the game’s theme, the gravitas of long-term risk to the party, which just builds, and builds. Our world has become increasingly obsessed with risk over the last few decades, now more than ever, people strive to manage risk, which is an understandable thing, but when obsessed over …
Hacking systems is a common part of RPGs, so there is nothing stopping a group from tweaking the Risk Eaters from being a bit like Cthulhu crossed with 1984, to a lesser threat. Be careful to avoid turning the Risk Eaters from a Cthulhu like threat to something more akin to Hello Kitty.
Downtime
I love a good Downtime system. As a Play-By-Mail fan, I typically see downtime as something major, and equal to everything else in a tabletop game. Downtime is a great chance for strategising, as well as a good place to highlight whether the PCs have things to discuss; I’ve had downtime lead to whole sessions of PCs discussing things that have been bugging them, and working out major plot points. Downtime can be thought of as a break in the weather, the calm before the next storm. There are plenty of things in the Cryptomancer Downtime system to think about, and for people like me that love this this often ignored part of role-playing, I am sure you will enjoy the options, and maybe you’ll hack your own.
Writing & Design
Overall I really like the writing style. I think it does a wonderful job of introducing concepts and overall the book has clear explanations. As there is so much being covered, not just the classic tabletop RPG aspects, but also encryption/security explanations, the book could be accused of being a bit much for some. I think it is fair to say that the book is not perfect (what is?), so I don’t want to give the impression I think Cryptomancy is the exception. I think a valid criticism could be a lack of rules being repeated, or some more rules summaries, and maybe more things could be in the index. I suspect this was an intentional decision mostly down to the issue of preventing an already large book becoming even bigger.
Many design reasons are explained, which I appreciate, and I think this also helps with explaining a topic, by providing extra context. I don’t believe that these design explanations were defensive in nature, or so numerous that they distract from the game explanation, so I am sure most readers will appreciate their inclusion.
Sheets
Whilst reading comments on the game I was intrigued that the character sheet had been highlighted as being something that was a bit different, complex even. For me, the character sheet is well designed, having a distinctive attribute & skill section, has sections for core character points of interest and utilises white space well.
Cryptomancer also has a system for Safehouses, a good place for the party to carry out downtime. Safehouses have their own sheets to help keep track of things, and given the likely lifestyle of the PCs, it is a rare place of safety for them, and something else for them to care about. The sheet is quite detailed, but has been laid out well, utilising space and boxes well to help differentiate information.
Summary
I think the game succeeds in its goal of spreading understanding of encryption and cybersecurity to the RPG community, and maybe vice versa. Whether a player is new or an experienced role-player, there is definitely something in this game for everyone; that is a rare thing, and thus Cryptomancer is something I highly recommend. Additionally there is a free expansion book: Code and Dagger, and with Code and Dagger vol. 2 on the way, this game’s value keeps increasing.
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