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Charger: The Mage book and system is beautiful. It's beautiful! It's a system that requires, rewards, demands and inspires spur-of-the-moment creative genius. It's inspired. Laying out the base principles, there are 10 Arcanum - Death, Matter, Fate, Time, Forces, Prime, Life, Spirit, Mind and Space. These are ranked 1-5. One rank in any of these gives you all the investigation and knowledge gathering spells related to that discipline. One dot in Forces lets you hear radio waves, see infrared, perceive electrical currents running through buildings, everything. One dot in Death lets you determine exactly how someone died, or if they're going to die soon so on and so forth. This makes a Mage an investigative genius with an almost trivial expenditure of effort.
Rank two gives you all the shielding and concealing abilities related to that discipline. Rank three allows you to command it directly (Lightning jumps from wall sockets). Rank four lets you do anything you want to the subject which doesn't change it's fundamental nature (Electricity becomes sound - a lot of electricity will become a lot of sound because it's fundamental nature - LOTS - is unchanged). Five dots lets you Make and Unmake. You're given a phenomenally broad toolset to work with and moment-to-moment genius is what the game is all about.
However, if you read the book in the wrong way, what you'll see is a D&D 3.5 style list of spells - hard, self-contained discrete effects. It's an immensely boring read and can turn you off the entire thing or put binders on your creativity. Some of the spells in that spell list, furthermore, defy uselessness and that list makes some arcanum, notably Prime (the magic of magic) seem ridiculously worthless. What you've got to realise is that this is essentially an enormous errata block. They took all the rules arguments and weird loopholes from Old Mage and clarified them with concrete mechanical effects and consequences, so when a Time mage decides to speed himself up in combat there'll be a frame of reference other than the Storyteller throwing up his hands and saying "I don't know" in a Scooby Doo accent.
So that's my first piece of advice. Look at the spell list through that lens. It's a bunch of examples and an attempt to pre-empt as many rules arguments as it possibly can. The actual magic system in play works like a dream.
The second piece of advice is that a lot of people's brains shut down when they see the word "Atlantis" smeared all over the Mage creation myth. This is the worst creation myth ever. It's presented as utter, true, incontrovertible fact and reads like "Long ago things WERE GREAT until some guy SCREWED UP and now THINGS SUCK". It's absolutely rubbish as a history and misses the point of Mage so badly.
And yet, in a cosmic irony, various sourcebooks take this horrible fail of a creation myth and just by changing the tone slightly make it work, and work spectacularly. Magical Traditions is particularly noteworthy here. It actually spends it's entire first chapter discussing why Atlantis is part of the Mage cosmology, what it can offer your games in actual play, and how to go about removing or re-working it or filtering it through thousands of different mystical lenses and occult traditions and what that will mean. The corebook presents the Atlantis myth as hard fact, and that taints not just the myth but also the Magical Orders descended from that myth.
See, one of the biggest things about Mage is the search for the Truth. The world was broken by the Hubris of Awakened Man, and they separated the Supernal and the Truth and kept it for themselves. They then blinded the eyes of every human being and trapped them in a prison-world. Accepting reality's existence is to buy into the Lie made to keep you down. Giving a single, verifiable, canon meta-myth completely slaps that theme in the face.
If you read Mage wrong, you'll get the idea that it's about fairies and goblins. It's not, it's an incredibly humanocentric cosmos. If you read Mage wrong you'll get the idea the spell system works like D&D 3.5. It doesn't; it's a beautiful system that turns every encounter into a puzzle. If you read Mage wrong, you'll get the idea it's about a war against evil mages. It's not - one of the strangest and most compelling aspects of the setting is how small a role the antagonist factions actually play. The Seers of the Throne, Mages who serve the Lie and bad guys, are outnumbered 2:1 by Pentacle Mages and are rather afraid of all-out war. They much prefer conversation and conversion than gunfights and disappearances.
It's very easy to read Mage: The Awakened wrong. Everypony who has read the book in absence of other context, myself included, was left feeling uninspired and generally rather dreary. But if you have somepony on hand who *gets it* and can explain what it's actually about to you then it'll make so much more sense so much faster. It's absolutely worth looking into. Just remember to look at what it is rather than what it looks like.