Mage: The Sorcerers Crusade
Mage: The Sorcerers Crusade is a role playing game that takes place in the World of Darkness during the Renaissance. It is a prequel of Mage: The Ascension and depicts the beginning of the struggle between "traditionalists" and "technocrats".
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Designer(s) |
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Publisher(s) | White Wolf Publishing |
Publication date | 1998 (1st edition) |
Genre(s) | Modern Mysticism |
System(s) | Storyteller System |
History
White Wolf Publishing came up with a new model for game releases as historical RPGs, each based on one of the original World of Darkness games. This resulted in three new lines: Vampire: The Dark Ages (1996), Werewolf: The Wild West (1997), and Mage: The Sorcerers Crusade (1998). By 1998 White Wolf was facing continued economic problems, and was hitting a crisis. Of their last five World of Darkness games – the three new historical games, as well as 1994's Wraith: The Oblivion and 1995's Changeling: The Dreaming – only Vampire: The Dark Ages sold well. White Wolf also decided that they could not afford to keep publishing Changeling: The Dreaming, Werewolf: The Wild West, or Mage: The Sorcerers Crusade, so the company began publishing them under its new imprint called "Arthaus". The Changeling line did well at ArtHaus, as did Mage: The Sorcerers Crusade.[1]
References
- Shannon Appelcline (2011). Designers & Dragons. Mongoose Publishing. p. 223. ISBN 978-1-907702-58-7.
External links
- Official website at the Wayback Machine (archived June 25, 1998)