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10 of 10 people found the following review helpful:
4.0 out of 5 stars What if magic worked the way it was supposed to?, December 15, 2000
This review is from: Mage: Sorcerers Crusade (Mage the Sorcerers Crusade) (Hardcover)
The Sorcerers' Crusade is a good setting for Mage. A lot of the modern game focuses on how magic doesn't really work the way it's supposed to because people's belief in science is too firmly entrenched in the world's paradigm. In the SC setting, science is a bit less accepted, and magic works a little better. Paradox, which in the modern game is always bad, is called Scourge in this setting, and can occasionally help a Mage. The Technocracy is on more equal footing with the Tradition mages here, as both are struggling to put their paradigm forward as dominant.

There's quite a bit of history and world setting information in this book. Possibly too much, depending on your needs. Relatively little of the book is taken up with game system mechanics. What system rules there are cannot be found all in one place. The organization of the rules is somewhat loose. Like the modern game, the magic system is open-ended, with ability defined in areas of control rather than specific spells. But like most other Mage books, spells (rotes) can be found if one looks hard enough.

If you've played Mage: The Ascension, it will be easier to understand this book. If not, some of the game rules might be confusing. If you like the Mage magic system, but don't care for the dark-goth game world White Wolf sets the games in, this is probably the game for you.
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4 of 4 people found the following review helpful:
5.0 out of 5 stars A time of wonder and reason, February 26, 2003
This review is from: Mage: Sorcerers Crusade (Mage the Sorcerers Crusade) (Hardcover)
The Sorcerers Crusade is a fine book, which contains everything you need to get a Renaissance game going. The Traditions and the Order of Reason are both given equal treatment. It is interesting to see the Order of Reason before they got reorganized into the Technocratic Union. This was a time when their paradigm was not as accepted as miracles and traditional D&D-style spell craft.

This book is more thorough than the second edition of Mage the Ascension. Not only does it provide a lot of examples and explanations for spells, and rituals, it also cleared up a lot of the limitations and potentials for the various spheres.

Even though there are already party lines, the rules make it possible to have both Traditional and Technocratic magi working together. It is a time of reorganization and both parties are trying to find their destinies. In fact, the reader will follow the experiences of a Celestial Chorus member and a member of the Hippocratic Circle throughout the book. The idea of same goals through different methods was stressed.

The time period seemed to be the ideal setting for Mage. Not only are their so many possibilities in terms of new ideas and beliefs, the age of exploration in the high seas, the skies, the unknown continents, as well as the Void are all available for curious magi and their associates.

This book is a must for anyone who is interested in Mage. It is a very complete work and has vital information for storytellers and players who want to use the Renaissance setting. Whether you have an interest in high artisans, explorers, knights, shamans, witches, alchemists, there is something here for you.

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4 of 4 people found the following review helpful:
5.0 out of 5 stars A great game in it's perfect setting, March 12, 2001
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This review is from: Mage: Sorcerers Crusade (Mage the Sorcerers Crusade) (Hardcover)
Mage: The Ascension is, without a doubt, my favorite RPG. It's concept about Awakened beings who *know* they can change reality because they are convinced in their paradigms is the best concept I've ever seen.

In the Mage timeline, though, there was a crucial event which splitted history in two: Renaissance. It was then that the whole world started believing in science and it's apparent limitless capacities. It was then when people started removing some attributes which made the world turn from God, and it was then when the church started the most brutal prosecution against "pagans": Inquisition.

This is a book about the clash between 3 forces: Faith, Science and Magick. And as the Mage storyline goes, it's the perfect moment to play a Mage.

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3 of 3 people found the following review helpful:
5.0 out of 5 stars Whether you play Mage:SC or not, get this book, July 15, 1998
By A Customer
This review is from: Mage: Sorcerers Crusade (Mage the Sorcerers Crusade) (Hardcover)
This book was designed to be a supplement to Mage for those who wish to play a historical setting. However, it adds so much to the background and emotional impact of the game, I think it's almost more important than the primary book. Mage is wonderful, but also very complex, and there really isn't enough room in Mage: the Ascension to tell you everything you ought to know. For instance, there is a real history and timeline in this book that gives you a much better idea of WHY things stand as they do between the various factions, and you find out exactly what happened in all those events the first book says so shaped the Traditions' outlooks. Also, this book goes into the Crafts a bit more, and their interaction with the major players in the Ascension War, shows you what life was like for these beings before their powers over reality were restricted (and this is very important, because many still think this way), and because the book is dedicated purely to describing! ! environment and mindset, it can simply devote more space to evoking the atmosphere of the game. Plus, it contains a few character creation aspects the first book lacks, it's wonderfully well-written (almost poetic),and it is an extremely handsome-looking thing. What more could you want in a book?
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3 of 3 people found the following review helpful:
5.0 out of 5 stars This book is the way Mage was meant to be played., May 28, 1998
By A Customer
This review is from: Mage: Sorcerers Crusade (Mage the Sorcerers Crusade) (Hardcover)
Mage: TSC is an excellenct game, and a good book to boot. I've read the 2nd editon of Mage, but found it's magic system to be confusing and the Technocracy to be a somewhat weak enemy. But in Mage: TSC all this is fixed. The magic system is explained much better, with example spells, and the sources of confilct are infintely more interesting and real. The power wielded by mages is also greatly increased, due to the fact that most magic is considered casual, and therefore not vain. I find this to be one of my favorite games ever. There are a few minor problems. One is the almost complete lack of Merits and Flaws. Another problem, related to the first, is that there is some dependence on the supplementals, which detracts from the game some. My only other problem, minor as it is, is the glossary. It is completely unhelpful. But all things considered none of these things seriously detracts from the game at all. This is a great game.
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1 of 1 people found the following review helpful:
4.0 out of 5 stars Great theme and mood. Poor Magick rules., June 16, 2010
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This review is from: Mage: Sorcerers Crusade (Mage the Sorcerers Crusade) (Hardcover)
Something I like of this game, as in Mage: The Ascension, is the fact that mages are not just the "spell-casters" of other games. Magick is not a list of enchantments or powers, but a consequence of enlightenment and willpower. This game is great for that: it focuses on the difficult way to enlightenment and perfection, the pitfalls and failures to achieve so; the morals and responsibilities of the Mage, and the dangers of his/her inherent arrogance and hubris. The theme and mood in the game are greatly developed, as well as the choice of a historical period (the Renaissance) that became a turning point for the conflict between mystickal magick, science and religion.
I do not know up to which point the historical events transpiring in the game are really coherent with the early source books of Mage: The Ascension, although in general it fits quite well. What I dislike the most is the magick system: my favorite has always been the one of Mage: The Ascension 1st edition. The one of The Sorcerers' Crusade tries to be simpler, and it manages to be so, but it becomes inconsistent and not so easy to understand for someone who does not already know the system from one of the editions of Mage: The Ascension. I do not like the way it describes the Faith Numina either.
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1 of 1 people found the following review helpful:
5.0 out of 5 stars Excellent source for players of free-form role-playing, July 26, 1998
By A Customer
This review is from: Mage: Sorcerers Crusade (Mage the Sorcerers Crusade) (Hardcover)
I can't recommend this creation of magic information enough for those who do any free-form role-playing. I'm currently not involved with White Wolf games, but I do write as well as role-play in the vein of fantasy: Magic specifically. I have found great inspiration in this text as well as being pleasurably educated with the 'glossery of terms' provided. Distinctly one of the best 'manuals' around!
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5.0 out of 5 stars Well, it's White-Wolf..., June 20, 2001
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This review is from: Mage: Sorcerers Crusade (Mage the Sorcerers Crusade) (Hardcover)
So as you might expect this book includes extensive research as far as magi and cabala's are concerned. The artwork is amazing, the setting is perfect and the ascension war has begun. I you want my opinion, buy it, it is surely useful in completing your storyteller skills and knowledges and will prove your wisdom to your players. Really, this book is worth it.
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5.0 out of 5 stars White-wolf out does it's self, November 12, 2000
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This review is from: Mage: Sorcerers Crusade (Mage the Sorcerers Crusade) (Hardcover)
Easily the Best historical Game and maybe the best game white-wolf ever came up with. The setting takes upa majority of the space but it also doesn't explain the Spheres like it does in Mage for example- Mage2nd:Life5:Transform complex lifeforms. Mage:TSC: Life5- Greater Godhand. Also the game greatly Stresses magic Faith and Science. The only flaws it has in it relates to them. Their is a form of Paradox regardless of what people would think but It can help or hinder you. It is also interesting to have the Technocracy (or Order of Reason) be the ones strugling. Any Player of white-wolf games should get this it is a must! and has a map of Europe in 1500.
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Mage: Sorcerers Crusade (Mage the Sorcerers Crusade)
Mage: Sorcerers Crusade (Mage the Sorcerers Crusade) by Phil Brucato (Hardcover - April 16, 1998)
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