A quick look at the post counts per tag on the left-hand sidebar of this blog shows just how much Mage: the Awakening means to me. By far one of the most interesting and fun games to plan for Mage: the Awakening is one of my go-to games when I want something mind-bendingly awesome.
As such, I was very happy to see that Mage was part of the GM’s Day Sale this year and these are my Must-Have books for Mage:
The corebook is a monster as far as most corebooks go, with both a freeform magic system as well as a comprehensive spell list with plenty of options for players. While occasionally daunting, I highly recommend taking your time to read the game and the systems as Mage has a lot of potential to be the best game you’ve ever played. Take note that you’ll need a copy of the World of Darkness Corebook as wel.
While described as a supplement, I consider this book to be part of a “Core” set of the Mage experience. There’s a lot of detail in this book that helps flesh out magic, methodologies and the way things work in Awakening.
Left-Hand Path takes on the antagonists of Mage that have the least amount of detail (Scelesti, the Mad and Apostates) and build on them to make them one of the most interesting antagonists in the game, edging out even the Banishers.
Seers of the Throne are the evil counterparts to the mages. They share similar magics, but their philosophies and methods are vastly different. Seers represent an interesting antagonist that show off what could happen if Mages give up freedom for power.
Imperial Mysteries delves into the details of Archmages, and the Ascension War. Reality-changing takes on an entirely different scale, and the stakes are incredibly high in a game between the Archmages and the various other players in the cosmic game.