Then I turned 14 and for my birthday my parents gave me Alternity, along with it's campaign setting, Dark*Matter. I was a little disappointed at the time (the other Alternity setting - StarDrive - looked way cooler), but Dark*Matter sparked an interest in esoteric history, occultism, and related weirdness in my nerdy little brain. I started watching the X-files. I realized that maybe games set in not-fantasyland were probably okay. Especially if they featured as much weird shit as Dark*Matter did. Unfortunately, Alternity was discontinued not long afterwards, after producing just three or so supplements for D*M (a 64 page equipment book, a 64 page gear book, and a 32 page adventure) and a few magazine articles. I started looking around the shelves at Borders, browsing over piles of GURPS books and drifting off to look for a novel when I decided I couldn't find anything.
I flipped through Wraith: The Oblivion, but the setting (a sort of purgatory, run by combination slavers/labor unions) turned me off - most of the fiction was pretty depressing, too. I snapped up Werewolf: The Apocalypse, which introduced me to ecoterrorism as a reason to blow stuff up and fight orcs - ahem, "fomori" - in a modern day setting.
Eventually, I found Mage: The Sorcerers Crusade. When I first flipped through it, I didn't see anything special about it - the velvet-patterned cover was pretty, sure, and some of the interior art was gloriously weird, but I didn't get it. Then my eyes fell on one of the in-game factions names: the Craftmasons, and I was instantly sold.
Mage: The Sorcerers Crusade, is a game about wizards set in the early Renaissance. Magic in this particular setting remains more or less hidden from the common folk - the game is set, explicitly, in the shadows of the real world. Magic can create wild effects, but induces a backlash. The further the effects are from what people believe is possible, the worse the backlash. Throwing a lightning bolt at someone on a clear day is vulgar, the universe recoils and you suffer for it. Causing a lightning bolt to strike a man in the midst of a thunderstorm is much less likely to induce the wrath of reality. Every faction has it's own developed style of casting spells.
The prime conflict in the setting centers on the Nine Traditions (a confederation of magical orders dating from ancient times, counting classical wizards and pagans among its numbers, along with a few disenfranchised groups) struggling with the Order of Reason (a council of progressive magical orders, whose spells are more likely to take the form of clockpunk machinary or Da Vinci style inventions) for supremacy. Most open wizardly warfare is over (at least, for now) and PC's may come from either faction and intermingle freely - though that can lead to all sorts of fun tension.
The books of the SC line describe Europe in the 1500's nicely, giving just enough detail to evoke the setting rather than drowning it in miscellany. It also expands into the rest of the world, with magical traditions from China, Africa, the Middle East, and the New World all playing prominent roles. All in all, the game gives an excellent sense of history and inertia to its world - the wars and suffering of mortal men continue, passing by the occult machinations of the magical world.
There is a tremendous variety in the sorts of character available - character generation is points based. The faction and order ones character belongs to primarily influences their magical style, leaving you free to work out the details of the rest of their life. I've rolled up Aztec death-priests bearing obsidian clubs and smirking financiers whose charming manners are a magic all their own. Because magic is it's own sub system (requiring no investment of skill points to improve it, only XP afterwards), what your character does along with being a magician becomes important. It's this variety that makes things so fun - a party from the 9 Traditions might include a hermetic wizard, an Indian death-cultist, an inspired shepard turned prophet of God, and an alchemist in the tradition of John Dee. It's Order of Reason twin would feature reckless explorers in the vein of Drake and Cortez, transgressive doctors whose magic comes from their knowledge of anatomy, Christian knights outfitted with clockwork power armor, and - of course - the craftmasons. Oh, and they have an airship.
The game focuses on providing an interesting world and ways to interact with it. Court intrigue and 'spy games' between the two primary factions compose the majority of the suggested plots, but I could easily see a game where the PC's venture into Africa in search of King Solomons mines, or travel the silk road seeking a fortune, or visit the New World while the Incan Empire still stands. There is a small degree of metaplot (the game is a 'prequel' to Mage: The Ascension, set in the modern day and has a considerably less optimistic tone), but it's contained in a sidebar and is easily discarded.
Mage: The Sorcerers Crusade holds a special place in my heart. It's a beautiful game, with fascinating fiction, an optimistic but troubled setting, and plenty of inspiration for strange and wonderful characters. It's among the first games which truly captured my imagination and got me hooked on buying role-playing games to read, rather than for direct use in an ongoing game. I own almost the entire line (barring just one!) and it still makes me smile to see it on the shelf.
I think I'll take 'em down and roll up somebody based on Littlefinger from A Song of Ice and Fire - not a nice man, but a pragmatic one. Combine that with some magical ability with death and fate, and, welll...
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As a general formatting note, I'm trying to link games I mention as I go. I prioritize game-specific wikias, followed by Wikipedia articles, followed by amazon links. Unfortunately, some games or books have very little specific information about them online.