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Guide to the Technocracy for Mage the Ascension
 
 

Guide to the Technocracy for Mage the Ascension (Hardcover)

de Phil Brucato (Author), Steve Long (Author), Tom deMayo (Author)
4.8étoiles sur 5  Voir tous les commentaires (12 évaluations de client)

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4.8étoiles sur 5 (12 évaluations de client)
 
 
 
 
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5.0étoiles sur 5 The real guide to the good guys/gals..., Fév 19 2003
Par A. Lee "Aethernaut" (Baton Rouge, LA USA) - Voir tous mes commentaires
(REAL NAME)   
When I was first introduced to Mage:TA, I wondered why everyone thought the Technocratic Union were the antagonists. After reading a few of the first convention books I could see why. As much as I loved the group from the beginning, I had to admit they weren't suitable for play.

With the release of Guide to the Technocracy, it seemed as though the whole Union had been reorganized. Not only are the Technocrats more human, their goals are geared more towards the protection of humanity from the horrors of the unknown. White Wolf did a really good job with this book. It succeeded in making a former faceless monolith into a living entity with a feel of humanity. The Technocracy tries to be the good-guys, but like with any group, there are always those who are in the gray areas. The Technocracy is not better or worse than the Traditions. They are just another group of mages who believe in science and reason.

The history of the Union was a fascinating read and the art is alright. The book has all the information you need to create a Technocratic agent along with info on a handful of procedures, cybernetics, and devices. The information on the various conventions is detailed enough so that the previous guides are not really needed, though they can still be helpful.

This book is a must for any fan of the Technocracy. It flows smoothly and really improves on the once monolithic and inhuman Union. It is perfect for players who want to play secret agents, cyborgs, deep space explorers, space marines, or any other modern or sci-fi character.

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4.0étoiles sur 5 A good start for Technocracy campaigns, Déc 8 2002
The Guide to the Technocracy presents the Ascension Wars from the Techs' perspective, making them defenders of reality from the horrors of egocentric and irresponsible Reality deviants. Welcome to the "Men in Black" vision of reality, to protect the masses of humanity from the hordes of crazies.

The book is charged with much source material, history, perspectives and how to run interesting Technocracy players and games. The weaknesses are more in the game mechanisms, which do not truly give away a Technocracy feeling.

Rotes and equipement are a weak part, but the greatest failure is that Technocrat 'mages' are still described in game mechanisms as typical mages fooling themselves in using technology. As such, techies are less powerful than other mages. Moreover, the usual White Wolf left-leaning anarchist worldview remains omnipresent, and the reader can't help getting the overall feeling Technocrats (except perhaps for Void Engineers) are the bad guys after all, however just their cause. This is something weak, more emphasis should have been given to portraying Tradition mages as terrorists and roving maniacs.

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5.0étoiles sur 5 Very good, Aoû 2 2002
Par Kenneth C. Sterns (Tucson, Arizona United States) - Voir tous mes commentaires
(REAL NAME)   
Probably one of the better WoD books ive read, it makes the technocracy very playable; taking away the stereotype of them being stoic, evil and always using Star-Trek speech. Good buy.
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Commentaires client les plus récents

5.0étoiles sur 5 What magic?
I love this book. Any player for mage should at least browse through this book. It breaks down the 2nd major mage faction, and proves that at least two of the four sides aren't... Read more
Publié le Mars 25 2002 par Marcus J. Williams

5.0étoiles sur 5 Fighting for reality and for Technocracy
Guide to the Technocracy is an excellent book, it tells pretty accurately MUCH things about Technocratic Union, something else than "Big, monolithic and faceless... Read more
Publié le Sep 30 2001

5.0étoiles sur 5 A guide to the "good guys"
This great book makes you want to play as the traditional bad guys from Mage. In a completely different mood than classical Mage, Guide to the Technocracy lets you get in the war... Read more
Publié le Mars 12 2001 par Andrés Felipe Pabón L.

5.0étoiles sur 5 Brilliant resource
I don't often run campaigns; most of the Mage books I purchase are resources for online gaming. This book, however, made me want to collect all my friends and run a game as soon... Read more
Publié le Déc 4 2000 par rathe@goplay.com

4.0étoiles sur 5 Almost, but not quite...
One of the best aspects of M:TA, in my opinion, is the idea that there is no absolute truth. No 'right' or 'wrong'. No good guys or bad guys (well.. Read more
Publié le Avril 7 2000

5.0étoiles sur 5 As good as Mage gets
I don't know if this is to praised as Brucato's last work on Mage: tA, or Jess Heinig's first, or both. But it will definitely change your views on this game. Wonderful.
Publié le Nov. 28 1999 par reader

4.0étoiles sur 5 Good background, pity about the rules
Over all a good book that helps to clarify the aims and goals of the technocracy...Some good stuff here. Read more
Publié le Nov. 27 1999

5.0étoiles sur 5 One World, One Union
Superstitionist "tradition" mages have all but fully tried to pull the world back into the bleak depression of the Dark Ages with their hollow, misguided philo-religious... Read more
Publié le Oct. 18 1999

5.0étoiles sur 5 A must-have for Technocrats
I would have to say that this work of verbose art has taught me all that I will ever need or want to know concerning the Technocracy for White Wolf roleplaying games. Read more
Publié le Juil 26 1999

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