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12 of 13 people found the following review helpful:
4.0 out of 5 stars Powerful Stuff!
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...
Published on December 14, 2000 by Christopher Dudley

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2.0 out of 5 stars Other Books
Mage The Ascension was a fairly groundbreaking game, to me. Just like the GURPS version of Vampire the Masquerade, Steve Jackson's shot at transporting a White Wolf game to their system just did not seem to measure up, which was a shame, as integrating that into other areas of GURPS would have been pretty cool. An example of an attempt that failed.
Published on September 3, 2007 by Blue Tyson


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12 of 13 people found the following review helpful:
4.0 out of 5 stars Powerful Stuff!, December 14, 2000
This review is from: GURPS Mage: The Ascension (Paperback)
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.
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2.0 out of 5 stars Other Books, September 3, 2007
This review is from: GURPS Mage: The Ascension (Paperback)
Mage The Ascension was a fairly groundbreaking game, to me. Just like the GURPS version of Vampire the Masquerade, Steve Jackson's shot at transporting a White Wolf game to their system just did not seem to measure up, which was a shame, as integrating that into other areas of GURPS would have been pretty cool. An example of an attempt that failed.
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3 of 11 people found the following review helpful:
4.0 out of 5 stars Hate to Burst Your Bubble, May 14, 1999
This review is from: GURPS Mage: The Ascension (Paperback)
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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GURPS Mage: The Ascension
GURPS Mage: The Ascension by Robert M. Schroeck (Paperback - Oct. 1994)
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