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GURPS Mage: The Ascension

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Title: GURPS Mage: The Ascension
by Robert M. Schroeck, Jeff Koke, Dan Smith
ISBN: 1-55634-284-5
Publisher: Steve Jackson Games
Pub. Date: October, 1994
Format: Paperback
Volumes: 1
List Price(USD): $19.95
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Average Customer Rating: 4 (2 reviews)

Customer Reviews

Rating: 4
Summary: Powerful Stuff!
Comment: 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.


Rating: 4
Summary: Hate to Burst Your Bubble
Comment: 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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