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Excellent addition to They Came from Camp Murder Lake! While not a fully fleshed out adventure, it provides a detailed location (a lakeside cabin for teen campers), three antagonists, and the story hooks and background for a good TCfBtG session. The one addition that'd be nice to have is a write-up of the cursed Arcade Machine, either as an antagonist or a unique source of Enhancements/Complications.
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The greatest thing about Mage is that it shows you all sides and all shades of grey. There are no good guys, only interests and tough choice. This title is a total departure.
To sum this setting up: technocracy="the europeans" (whatever that means) = bad. Anyone else pretty much good. If thats your view of history this game is for you.
I find this view not only inaccurate, extremely simplified and frankly, quite racist, but mainly it elimintates what makes mage great. That we are all struggling, we are all faced with difficult choices and if anything unites us all (as humans) it is this dilemma.
So this is a total no for me.
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If you want a book about how and why Traditions exist as "traditions" from the various cultures and have a values both as themselves and as a inspiration for fictionnal interpretation in the game lore, this book is not for you.
But if you want a book that reinterpret the various cultures throught the lenses of the very progressive american left, go ahead, cultural assimilation is just a clic away.
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Very valiant attempt on Onyx Path's part. While I personally think that attributes and skills were over-simplified, Essence handles Charms better than any other version of the game thus far. Even better, it takes the entire range of the Exalted Host into account in its design from inception! With a few fixes, this ruleset could be the springboard for a rock-solid Fourth Edition of the game.
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Gonna have to agree with David here- it seems like Exalted really is cursed anymore. Every developer who gets their hands on it misses the forest for the trees. Almost unilaterally, they get hung up on useless minutiae, and just SKIP the important details to worry at trivia like a dog on a bone.
They still haven't made a Venture system that works for 3E, naval combat still barely works, and yet they devote an entire CHAPTER to marm the reader about "how" to enjoy this game.
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Awesome book! The history of the Awakened was incredible to read about - so many incredible stories and ideas. The Awakened around the world had some great concepts that I want to use in my own game.
Definitely worth the wait!
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My god, this is just what gaming should be: detailed, intuitive layout and absolutely riveting. Do NOT sleep on this offering.
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Great book - a must-have for any Storyteller keen to run mage.
There's a bit of everything in this one - lots of stuff that didn't make it into core is here. It's an expansion in every sense of the word.
It's got rules on crafting, perfected items, expanded stuff on the Supernal Realms, summoning supernal entities, more High Speech, nimbus and mage sight merits, more yantras, soul stone stuff, new mage templates, grimoires, bits on ascension, the metaphyiscs of Awakening and more.
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One of my all-time favourite games to run.
The freeform magic system is sublime, the setting is a lot of fun and you can tell some really out there stories.
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I really enjoyed this module. Great introduction to TC Assassins and it gives the scenario that isn't just a straight forward assassination.
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I got this expecting a Technocracy with updated science and aesthetics, but instead I got a Technocracy with updated aesthetics, the same technology and none of the interesting parts from Guide to the Technocracy (like how they view the Spheres), the Syndicate's Special Projects Division, the Void Engineer's BBEG Threat Null, or Iteration X's Machine Cult. Instead, I get a bunch of current-day identity politics and other worthless BS. Onyx Path is obviously not up to the task of expanding Mage
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Exactly what was missing in lieu of not having tradition books for M20.
Fleshing out the tranditions a lot more and give opportunities for more intra-tradition and inter-traditions politics.
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I cannot recommend this book enough. It exceeded my expectations. Each of the Traditions have been updated to reflect 2023 conditions, and they make them feel more accessible to a newer player such as myself. Even better, they do it without ignoring or rewriting the past. Instead the make logical descriptions of how each Tradition has been forced to take a look at itself, and decide how it wants to organize and move forward in the modern day. This works best if the Avatar Storm is considered canon at your table, but isn’t necessary. I enjoyed all of the Tradition updates, including those Traditions I generally ignore. In my opinion this is the first time the Cult of Ecstasy/Sahajiya received a decent, in depth, USABLE description. I especially loved the Virtual Adepts, as the description of the Mercurial Elites sounds like a group I would identify with and would want to be a part of if I Awakened in real life. This is an absolute must buy for M20 players and storytellers. I’d even say it’s a great product if you are using Revised rules but want an update for your lore.
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Posted under discussion, but this is a great resource for new Players and Sotrytellers.
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An excellent foray into speculative pantheons, this supplement (re?)constructs a Paleolithic pantheon for use in Scion 2e. It brings together the admittedly scant archeological evidence and extrapolates from there. The supplement also uses archeolinguistic evidence from post-Paleolithic times for some deities, most notably the PIE-bear goddess.
Aside from the sourcing of the matter, this product also gives off the "vibes" of beyond-ancient gods adapting to a modern world very well. Though I haven’t had the chance to playtest the mechanics, nothing stands out to me as wrong, either.
All in all, Scion: The Woikos makes a good addition to tables looking for something a little less orthodox in their versions of the World, and I highly commend it for that.
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