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7 of 7 people found the following review helpful:
4.0 out of 5 stars
One of the best, June 16, 2000
This review is from: World of Darkness: Sorcerer (Paperback)
WoD: Sorcerer is a great book, detailing a system for"hedge wizards," IE, sorcerers you don't have to break yourneck reading the Mage book to understand. The seven or eight Sorcerer lineages bring all kinds of fresh occult material to a World of Darkness where you thought you'd seen everything (just because you know what vampires, werewolves, and wraiths are). With juicy descriptions and a bunch of "hedge paths," of magic, WoD Sorcerer brings much-needed mystery and diversity to any WoD game. It has rules for awakening or being embraced *after* sorcerous study, too, so if you really want to complicate your Vampire or Mage chronicle from the start, this is your book.
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5 of 5 people found the following review helpful:
4.0 out of 5 stars
A Decent Mage companion, July 21, 2002
By A Customer
This review is from: World of Darkness: Sorcerer (Paperback)
Despite the complaints of some of the other reviewers, the Mage system is not complex - it is only slightly more difficult than anything else. However, as far as WoD: Sorcerer goes, not every spellcaster in the WOD can act as a Mage - that is, not everyone can bend reality at a whim. The Sorcerer book discusses the rigid paths of magic studied by mortals. While it does not take into account new canon (see Sorcerer:Revised), it's systems are more simplified than the new Sorcerer book, and in addition, lists a /great/ deal of Rituals. Anyone that wishes to run a game based around dark and gritty magic (something to the effect of Call of Cthulu magic), ought to pick up this book. /Don't/ buy this book just because "Mage hurt my wittle head".
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5 of 5 people found the following review helpful:
4.0 out of 5 stars
An insightful and useful addition to any White Wolf RPG., May 8, 1999
By A Customer
This review is from: World of Darkness: Sorcerer (Paperback)
After becoming familiar with the Vampire: The Masquerade line by White Wolf, I wanted to delve into some of the other denizens of the World of Darkness. I enjoyed the concept of Mage: The Ascension, but found that the excessive amount of rules only complicated play, so I turned to Sorcerer: The Hedge Wizard's Handbook for an easier solution. Uncluttered by rules of paradox, quintessance, etc., it allows you to add another element of magic to any of the compatible White Wolf RPG's. Easy to read and quick to implement, I highly suggest this handbook to anyone who wants to add a "touch of magic" to their troupe's roleplaying experience.
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