Mage: The Sorcerer's Crusade

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Mage: The Sorcerers Crusade
MageTSC cover.jpg
cover of Mage: The Sorcerers Crusade
Designer(s) Phil Brucato
Rachelle Udell
Publisher(s) White Wolf
Publication date 1998 (1st edition)
Genre(s) Modern Mysticism
System(s) Storyteller System
World of Darkness
Old World Mage
New World Mage

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".


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 Sorcerer's 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 Sorcerer's 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]


  1. ^ Shannon Appelcline (2011). Designers & Dragons. Mongoose Publishing. p. 223. ISBN 978-1-907702-58-7.