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Mage: the Ascension

Mage: The Ascension

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Ours is the power of Solomon, the magic of Merlin, the fall of Icarus.

From countless ages we have dreamed, from endless worlds we have beckoned, from infinite choices we have suffered.

The world chokes under stifling conformity, hopes crumble in the fire of mediocrity, heroes die in the snare of pride.

Armageddon is at hand.

Reality is a lie.

The truth is magic.

Open your eyes and Awaken.

312 pages, Hardcover

First published November 7, 1995

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Phil Brucato

65 books43 followers

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Displaying 1 - 11 of 11 reviews
Profile Image for Brian.
670 reviews88 followers
August 6, 2015
A Storytelling game of magick-with-a-k.

I was a Vampire: the Masquerade kid in the 90s, and Mage: the Ascension almost entirely passed me by. I vaguely knew about it through hearing people at my high school's Gaming Club talk about it, but none of them ever ran a game and so I had no direct experience with it. About the closest I got was that after I saw The Matrix, I had the amazing insight that this was the story of a Virtual Adept's Awakening! As soon as I got home, I fired up the modem and went to White Wolf's old website with all the spinning ankh gifs, clicked on the Mage forums and, in an act that would characterize my behavior on the internet to this day, I noticed that there were two dozen other threads with the exact same brilliant insight and closed Netscape Navigator without posting anything.

Other than occasionally reading about it on the internet or seeing the charred wreckage of the many flamewars the game inspired, I knew very little, and I finally figured that I should read it for myself and learn what all the fuss was about and why it seemed to inspire so much passion from its fans. And yeah, pretty much from the opening fiction Mage: the Ascension grabbed me by the imagination and didn't let go. I mean, look at this quote:
Compromise is dangerous in the realm of the mage, and survival runs at premium rates. Night glitters here like bloodstained glass, and the world seems caught between a madrigal and a scream. The woods are dark and monstrous, the cities labyrinths of steel and pavement. In the shadows, beings out of nightmares plot and bicker. Welcome to the World of Darkness, a distillation of modern twilight.
And that's a great start, but it's not all angst. It's got starship battles off the moons of Jupiter! It's got cyborgs fighting wizards in pointy hats! It's got 500-year-old mages hidden in secret spirit realms! It's got horrific Lovecraftian abominations from the dark between the stars! It's got manifested concepts of justice and purity! It's got secret conspiracies fighting to control the very fate of the world! It's set in a twisted reflection of our world!

It's pretty much tailor-made for me to think it's great, honestly. A game where belief literally creates reality and the main factions all have different approaches to this leads to a great gaming background. The Technocracy wants to nail down the rules of the world and apply them equally everywhere and is deliberately wiping out anyone who doesn't fit into that vision (they even call it "the Pogrom"), but as a side effect, anyone can take penicillin for an illness and effectively "do magick." The Traditions fight for the freedom of individuals to decide for themselves and for the possibility of every single human's eventual Awakening, but the result back when they were ascendant were warring wizards and most people at the mercy of the supernatural things stalking the Earth.

Sure, the concept of Consensual Reality and technology as magic is ridiculous if you think about it for even a moment, but it leads to great stories. I love the idea the book teases that early on in human history, there wasn't really any "the world," but rather a bunch of isolated world-islands, each with slightly different natural laws and separated by a shifting wilderness that didn't have any sapience to firmly nail down its traits. When there were spots on the map marked "here there be dragons," it was literal. I also like the idea that the rest of the universe and the spirit world are one and the same, and that there are alien grays ("Ka Luon," in Mage's terms) who show up and abduct people for inscrutable reasons and that the similarities between faerie folklore and alien abductions are because it's the same kind of being doing the stealing. Or maybe not. And the Void Engineers, one of the Technocratic factions, send out space marines to fight all the alien horrors that try to invade the Earth. That's amazing. The sheer breadth of stories you can tell with this game boggles the mind.

The character types available do a good job of indicating that this is not your normal game of playing mages. Sure, there are the Order of Hermes, who are your stereotypical bearded old men with musty tomes and ravens perched on skulls, and the Verbena, who are witches that dance naked beneath the full moon, and the Dreamspeakers, who are basically every real-world shamanic and traditional religious/spiritual practice shoved into a single Tradition and rendered only slightly less racist by the note that this was an exonym imposed on them by the other members of the Council. But there's also the Sons of Ether, who build death rays and clockwork golems and star-faring etherships and practice SCIENCE!!!! with all the inherent exclamation points. There are the Akashic Brotherhood, who are wuxia martial artists. There are the Virtual Adepts, who played an important role in The Matrix. There are the Hollow Ones, whose entire life is set to the Sisters of Mercy. Hey, it was the 90s.

Each Tradition specializes in a Sphere, which is one of the ways that magic effects reality. Spheres include ones like Life or Time or Mind, the effects of which are pretty obvious, but also Correspondence, which effects the relationship between different places, or Entropy, which is about death but also about chance and fate, or Prime, which is about the raw essence of magic itself. There are plenty of examples of what each Sphere can do, but I can see a lot of room for interpretation and a lot of arguing when people don't agree.

And that leads to the biggest source of in-game arguments--Paradox. Anything that is obviously impossible incurs Paradox, so mages have to be circumspect with their magic. But what counts as impossible? Mage: the Ascension says that consensual reality is different in different places, and 45% of Americans believe in ghosts, so is summoning the dead in America coincidental, or vulgar? What's the difference between vulgar and vulgar with witnesses, and would summoning a ghost be coincidental if a believer was observing but vulgar with witnesses if a non-believer was observing? The intro fiction implies this when one of the mages weaponizes Paradox to cause a clockwork deathbot to wink out of existence when observed, but that requires the ST to determine who is watching every single time any spell is cast, so is that really the intent? And who exactly is "watching" when something is vulgar but not vulgar with witnesses? Is pulling a gun out of one's coat always coincidental, whether the gun is teleported from the mage's bedstand, created out of nothing, or just happened to retroactively have been there all along?

You should probably figure that out before you start playing. Hopefully without the GM and players killing each other.

Last but not least is the concept of paradigm and foci. After all, mages don't think of themselves as having Sphere ratings. There are specific tools and behaviors that let magic work. A Verbena witch might dance beneath the full moon to put a curse on her enemies, and couldn't hurl fireballs even if she had enough dots in Forces. An Order of Hermes wizard could hurl a fireball if he recited the exact words that compelled the forces of the universe to his bidding, but if gagged he can't do magic at all. A Son of Ether SCIENTIST!!! can't do any magic with dance or gestures or chanting, but he can certainly build an Explosive Ether-Connective Flame Projector to cause blasts of flame to appear where he points it. As mages' Arete rating goes up they start to realize that none of this is actually necessary, but it's an important part of a mage's mindset early in their career.

The rules that back all this up are...perfunctory, at best. The basic White Wolf system of Attribute + Ability as a pool of dice, roll versus a difficulty number and count successes, is actually really good for the kind of dramatic games about dramatic dramas that the book implies are the focus because it lets the GM quickly pick an appropriate mechanism and call for a roll. An Akashic Brother wants to spin a gun around their chiseled chest muscles before cocking it and pointing it in order to intimidate some Nephandi? Uh, Appearance + Firearms, Difficulty 8. Done.

The problem is that most examples given in the book require multiple successes, generally between two and four, and that 1s on dice subtract successes. This means that bigger dice pools are a problem because there's greater odds of rolling 1s, and higher Difficulties cause problems too for the same reason. At Difficulty 10, every die has an equal chance of rolling a 1 or a success, and I imagine that led to a lot of tears over time. Furthermore, the rules for magic require rolling Arete, which ranges from 1 to 3 for a starting character, against a Difficulty of the appropriate Sphere + 4, and it requires multiple successes to affect other people. I'm left a bit confused about how starting characters managed to do any magic at all without spending massive amounts of Quintessence all the time, which is thematic in enforcing a world where magic is dying away but not for one with spaceship battles off the moons of Jupiter. The note that a mage can choose how much of the Arete to use for a roll, with a higher amount allowing for more successes but increasing the possibility of 1s and thus of a catastrophic failure, does perfectly tie into the themes of hubris that Mage: the Ascension trades in, but I'm not sure its worth the effects on the rest of the system.

Most of the Spheres have "sense [x]" as their level one effect, so a starting mage can't do that much. And while there are plenty of examples in the book, a lot of them require multiple Spheres to accomplish anything, at a higher level and with more Spheres than a beginning character will have. Take a mage who wants to snap their fingers and light a candle. That takes a minimum of Forces 3 (for the flame), Correspondence 2 (to affect something further away), and Prime 2 (to make something from nothing). Starting characters only get six dots of Spheres, so it's impossible for a starting character to snap their fingers and light a candle.

But! What if the mage has Entropy and wants to reverse the progress of Entropy and have the candle deburn, creating flame in the process? What if the mage has Time and wants to pull a time when the candle is burning and overlap it with the present? And the candle is made of unliving physical material, so does the mage need Matter to affect it? Some of this comes down to what the mage's paradigm is, but the strict hierarchy of Sphere effects enforces a paradigm of its own, and there will inevitably be clashes between what the player understand their mage can do and what the rules say they need to do it. As above, make sure everyone is on the same page.

This utter ambiguity is part of why Mage is so famous at causing disputes. I remember hearing about someone who went on to the White Wolf forums, posted a thread with the subject "mage" and the first post only containing the word "mage," and by two pages it was already a flamewar. But despite all its flaws, Mage: the Ascension is just exploding with creativity and vital energy. I would have loved this game if I had read it when I was 16, but now in my 30s I have pretty much the exact same reaction. Nearly every page gave me more ideas for games, characters, plots, and stories, and by the end of the book I had enough to last me the rest of my life even if I never ran another RPG. I'd have to spend a good chunk of that wrestling the rules into something that actually works, but you know, I wouldn't mind. Mage: the Ascension is an excellent game that would definitely be worth the effort.

You may begin the flamewar below the line:

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Profile Image for Cintain 昆遊龍.
58 reviews17 followers
November 25, 2014
This is my Holy Grail of RPGs. I've been playing, running, and writing stuff for RPGs since I was 12yo, and Mage continues to intrigue, inspire, and elude me. It is a book that I continually go back to and re-read; every few years I try to create a stable group to play a chronicle (succeeded only once, on twitter of all places). The imagery evoked by the setting, the rules of the magic system, and the style in which it is written were what inspired me to explore the real World looking for real Magick, back when I was a teenager. Love it, hope to play it again and again in my life, and can't wait for the 20th Anniversary edition. Reality is up for grabs. Ascension is the goal. Magick is the key.
Profile Image for Ike Sharpless.
172 reviews87 followers
August 15, 2011
Easily my favorite of all the RPGs my friends and I played in high school. It's probably one of the more difficult ones from a storyteller's perspective, for exactly the same reason I loved it: the plasticity of the rules and realities presented made our gameplay limited only by our imaginations and our understandings of science, etc.
Profile Image for Treesong Treesong.
Author 12 books41 followers
July 9, 2015
Even if you don't consider yourself to be a gamer, I highly recommend checking this one out. It has a lot to say about magic, philosophy, spirituality, religion, society, storytelling, and life in general. All of the dice rolling and number crunching that it describes is a way to add a blend of chance and skill to a good night of interactive storytelling. Enjoy!
Profile Image for Max.
1,466 reviews14 followers
January 22, 2016
Ever since I heard of the World of Darkness, this was always the game I was most interested in. Originally, it was because wizards struck me as much cooler than vampires or werewolves, and later on it was because the whole consensual reality premise sounded fascinating. I'm glad to say it delivers on both fronts. The world of Mage is huge, encompassing Earth, a number of close-by parallel dimensions such as the internet and the spirit world, and functionally infinite possibility out in the universe at large. Admittedly, the cosmology is a bit confusing and sparsely detailed here, but there's enough to spark my imagination and I've got other books that delve into the subject in more detail. Mages themselves are would-be masters of the universe locked in a battle of ideas and philosophies for the future of everything. Magic is done by bending and shaping reality through sheer force of will, but reality doesn't like being bent out of shape. I love that the explanation for the way the supernatural has changed and seemingly faded over time is that people have intentionally made it that way. The Technocracy is such a great enemy faction because they have some valid points and because they're not boring guys in gray suits - they're mad scientists with spaceships and cyborgs and genetic engineering. Honestly, there's so much going on here and so much to do, I'd feel almost paralyzed by choices if I tried to run a game. The integration into the rest of the World of Darkness isn't quite as bad as I thought it would be, but I still kinda feel like the themes of Mage make it not quite mesh with the other games. It's rather optimistic, in its own way, and mages conceptually kinda trump the other supernatural types. The mechanics seem pretty good, though shifting difficulty numbers could be confusing in play for some people. I love how freeform the magic is, because it really rewards creativity and is a nice difference from D&D. Some aspects of character creation seem lacking in comparison to nWoD, especially Backgrounds, but again I've got more books that will hopefully flesh things out. All in all, my biggest complaint is that the organization of the book is kinda weird and probably not super useful in play. Still, this was a really fun read, and I look forward to delving further into what promises to become one of my favorite RPG settings.
Profile Image for Kat.
2,410 reviews117 followers
February 11, 2020
Basic Premise: How to play Mages in the White Wolf World of Darkness.

I started with Vampire, discovered Mage, continued on to Werewolf, but my heart really stayed with Mage the whole time. I love the concept and the system. It is the most cerebral of all of the White Wolf games, and requires really creative people around the gaming table for it to work. There is boundless potential within this game to do literally anything a player can think of. It is both exciting and terrifying, both paralyzing and freeing to be faced with the level of possibility this game presents.

It is hard to sum up this game in a single, short review. If you are looking for something truly different, if you are sick of spell lists and D&D/Pathfinder worlds, if you want some room to stretch your roleplaying wings, then Mage might well be the game for you. This is an awesome game, and this doorstopper of a book will give you all of the rules and background you need to get started with it.
Profile Image for Ryan Viergutz.
Author 25 books2 followers
June 29, 2011
I haven't tried to play it yet, and it could be unplayable. The setting is boggling and it's a great read.
2 reviews9 followers
October 4, 2014
You i liked vampire i was very interested in werewolf,wraith,geist,etc
but mage if you want to know what is the best in oWOD look no further.
Fight the Technocracy,beware the paradox.
Displaying 1 - 11 of 11 reviews

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