Sam ple file 6 Mage Storytellers Handbook The Golden RuleFold, Spindle and Mutilate All right, weve tossed the Golden Rule out thereand told you to mess around with rules that make thegame fun.Home Documents Sample file - Wolf, Vampire, Vampire the Masquerade, Vampire the Dark Ages, Mage the Ascension, Hunter the Reckoning.
Mage The Ascension 20Th Anniversary Edition Download Report DownloadVictorian Age Vampire, Dark Ages Mage, prev next out of 13 Post on 06-Feb-2018 246 views Category: Documents 8 download Report Download Facebook Twitter E-Mail LinkedIn Pinterest Embed Size (px).Sam ple file 2 Mage Storytellers Handbook CreditsAuthors: Bryan Armor, Tim Avers, Steven MichaelDiPesa, Lenny Gentile, Bruce Hunter, Conrad Hubbard,Matthew McFarland and Malcolm SheppardWorld of Darkness created by Mark ReinHagenStoryteller game system designed by Mark ReinHagenAdditional Writing: Biscuit, Lynn Davis, Sean PatrickFannon, Alejandro Melchor, Kevin A.
Murphy, AdamTinworth and David WeinsteinDevelopment: Bill Bridges and Jess HeinigEditing: Janice SellersArt Direction: Aileen E. MilesCover Art: Christopher ShyInterior Art: Jason Felix, Landon Foss, Jeff Holt, LeifJones, Matthew Mitchell, Alex SheikmanLayout, Typesetting Cover Design: Aileen E. David Gill, in addition to being a cool roleplayer and all-around nice guy, wrote an entire chapter of theGuide to the Traditions for which he wasnt properlycredited. Whoops Consider this our make-up call. ![]() ![]() White Wolf, Vampire, Vampire the Masquerade, Vampire the Dark Ages, Magethe Ascension, Hunter the Reckoning, World of Darkness, and Aberrant are registered trademarks of White WolfPublishing, Inc. Werewolf the Apocalypse, Wraith the Oblivion, Changeling the Dreaming,Werewolf the Wild West, Mage the Sorcerers Crusade, Wraith the Great War, Trinity, Dark Ages Vampire,Victorian Age Vampire, Dark Ages Mage, and The Mage Storytellers Handbook are trademarks of White WolfPublishing, Inc. All characters, names, places, and text herein are copyrighted by White WolfPublishing, Inc. The mention of or reference to any company or product in these pages is not a challenge to the trademark orcopyright concerned. This book uses the supernatural for settings, characters, and themes. All mystical and supernatural elementsare fiction and intended for entertainment purposes only. Mage The Ascension 20Th Anniversary Edition Free White WolfFor a free White Wolf catalog call 1-800-454-WOLF.Check out White Wolf online at, alt.games.whitewolf, and rec.games.frp.storyteller.PRINTED IN THE UNITED STATES OF AMERICA. Sam ple file 3Contents ContentsIntroduction: Weaving the Tapestry 4Chapter One: The Craft 8Chapter Two: The Awakened Struggle 42Chapter Three: Awakening the Storyteller 66Chapter Four: Avatars and Seekings 98Chapter Five: Alternative Settings 128Chapter Six: A World of Magic 190 Sam ple file 4 Mage Storytellers Handbook Sam ple file 5Introduction: Weaving the Tapestry Introduction:Weaving the Tapestry This is your book.This is the book that results from a decade of Mage players and fans, from allof their feedback and ideas, from lots oflate brainstorming nights, change-oversand revisions. Usually, a Mage game book advancesthe storyline, introduces some additionalcharacter ideas, and maybe gives you some settings or tools for developing your own stuff. It fitsneatly into the core framework of the game, expandscurrent rules or tweaks a few things to fix them. Now this book, in conjunction with you, will breakthem all again. Mage posits a framework a modeling set, if youwill of rules and setting to play a particular form ofgame. Sure, you might bend it a little to play a moreviolence-and-betrayal chronicle, or you could tweak it and play up a romantic game, but you still have Spheres,Arete, the quest for Ascension, and all that, right Sowhat do you do if you want to play a game whereeveryone in the world is a mage Or if you dont like theway the Spheres are defined but you like their imple-mentation mechanic Or you want to play high-conceptbut cant wrap your brain around philosophy Its theStorytellers prerogative to spin a game around andchange it into something more enjoyable for the troupe.Thats what this book is about: twisting and turning tomake Mage your own thing. To that end, this book has clarifications and up-dates on rules, sure. It also presents alternatives to theusual Mage game different ways of looking at chronicledesign and magical systems. More than just presentingoptions, it presents these as inspirations. These areexamples of things you can do, in ways that show youwhat youll need in order to implement them.
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