登録情報
|
この商品にタグをつける(詳細)タグは、商品との関連性が非常に強いキーワードまたはラベルのようなものです。
タグにより、すべてのお客様がお気に入りの商品の整理と確認を行うことができます。 ※タグは初期設定で公開になっています。詳しくはこちら |
With this book, we now have information about running and playing these kinds of characters that turns them into actual characters, rather than scary set-pieces. You didn't just sell your soul to a Hermetic mage gone bad, you sold it to Jodi Blake, with a distinctive style all her own. And so on.
I recommend this book as a starting place for any storyteller (or, heaven forbid, a player) who wants to include one or more of these folks in a Mage game.
The Book of Madness is all about the mages' strangest, wildest adversaries: The Nephandi and the Marauders, the two other forces in the Ascension War besides the Traditions and the Technocracy, along with a bunch of spirits, the demons of the Astral Umbra, Paradox spirits, and a chapter on the Umbrood in general, plus a small selections of Mythic beasts. All of it is fairly good, but none of it, except possibly the section on Paradox, was long enough for my taste. Much of the material on here was intergrated into the second edition of Mage, like the rules for Umbrood, more details about the Nephandi and Marauders, and some of the clarifications of Paradox. The lack of quantity of the material and its outdatedness are the book's two main flaws, but they're enough. Personally, I think they either need to revise and expand the Book of Madness, or, preferably, there needs to be a volume detailing both the Nephandi and the Marauders in more detail, giving some history of the two sects, and then a separate book of Umbrood, Astral demons, and Paradox spirits. But I'm just blue-skying here. This is one of those books that is all storyteller resources and nothing players would benefit from, and while not essential for running a campaign, it would definitely help if you wished to include any of the forces described within.