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17 of 19 people found the following review helpful:
5.0 out of 5 stars What Mage: the Ascension *should* have been..., February 16, 2002
By 
Thomas Davidson (Long Island, NY United States) - See all my reviews
This review is from: Witchcraft (Hardcover)
This is an incredible piece of work. Those who (like myself) were dissatisfied with the latest edition of M:tA should like this game. The rules are crisp and clearly written. The magic system is simple and easy to use.

In order to understand the basic concept, try to picture Call of Cthulhu where the good guys actually get to *fight* the horrors! In fact, I can see how several CoC scenarios could fit into the WC tableau with very few changes to the plots themselves.

If you like horror roleplaying, but don't like CoC's tendency to leave your heroes a gibbering pile of insanity or don't really like White Wolf's "angst," then definitely give WitchCraft a try.

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1 of 1 people found the following review helpful:
4.0 out of 5 stars A Forgotten Gem, March 22, 2011
This review is from: Witchcraft (Hardcover)
The very first of the Unisystem role-playing games first published by Myrmidon Press and later by Eden Studios, WitchCraft is one of those role-playing games that got lost in the shuffle over the years. WitchCraft might best be described as a Dark Fantasy/Modern Horror game. Unlike its contemporaries published by White Wolf, the focus is on external horror rather than internal; "Oh, my god. There are monsters!" as opposed to "Oh, my god! I AM a monster." Characters are typically one of the Gifted, people who have powers and abilities that normal human beings do not. One might be able to work magic like a witch or a sorcerer, have fantastic mental powers like a psychic, call upon the powers of the Divine or speak with the spirits of the departed. Having these powers is a mixed blessing, though. The ability to use them typically means coming into conflict with a multitude of beings that don't necessarily have the best interests of humankind at heart. Vampyres, ghosts and even stranger things worry at and prey upon humanity and it is the job of the Gifted to drive them back. Even the so-called angels occasionally need to be taught a lesson.

The character creation system is point-based, with characters being created from a pool of 50, 80 or higher point pools depending the power level of the adventures the game master will be running. As with all point-based systems, the GM should thoroughly review characters beforehand to make sure none of them are game-breakers. The dice mechanic is rather simple, roll a d10 and then add a couple of modifiers (usually an attribute score and a skill level). A result of 9 or higher is a success unless an opposed roll scores even higher. Alternate rules for players who dislike dice rolling are also provided.

If the game can be said to have any weakness, it's in the disclaimer written by CJ. Here he describes Wicca as an ancient religion, when in fact it has its origins in the 20th Century. Eden Studios, which now holds the publishing rights to the game, are aware of this mistake. I would hope that this error will not put people off of checking the game out. Being the first of the Unisystem Classic games, this makes it compatible with other titles such as All Flesh Must Be Eaten, Terra Primate, and WitchCraft's sister title Armageddon: The End Times (a possible future of the WitchCraft world). Even the Cinematic Unisystem titles of Angel, Buffy the Vampire Slayer, and Army of Darkness can be used with minimal difficulty.
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Witchcraft
Witchcraft by CJ Carella (Hardcover - October 10, 2000)
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