Mage: The Ascension is a supernatural fiction tabletop role-playing game first published on August 19, 1993, by White Wolf Publishing. It is set in the World of Darkness universe.
Designers | Stewart Wieck, Christopher Earley, Stephan Wieck, Bill Bridges, Sam Chupp, Andrew Greenberg |
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Publishers | White Wolf Publishing |
Publication |
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Genres | Supernatural fiction Technofantasy |
Systems | Storyteller System |
Synonyms | MtA |
History
editFollowing the success of Vampire: The Masquerade, Mage: The Ascension was released as the third of four games within White Wolf's shared universe. The first chapter of the Mage series was launched by White Wolf Publishing at the Gen Con gaming convention[1][2] on August 19, 1993. A second edition followed in December 1995,[3][4] with a revised edition released in March 2000.[5] In 2005, White Wolf Publishing merged with CCP Games. Following company layoffs in October 2011, White Wolf's Creative Director, Richard Thomas, founded Onyx Path Publishing to continue publishing Tabletop role-playing games.[6][7] Onyx Path Publishing later introduced the 20th Anniversary Edition of Mage: The Ascension in September 2015,[8] representing the game's fourth iteration.
Game setting
editMage: The Ascension is set in the fictional World of Darkness, a fictional modern Earth wherein supernatural entities clandestinely manipulate everyday life. Players and major characters are "Mages", normal people who "Awaken" to be able to manipulate reality, usually in an expression of gnosis. The metaplot of Mage: the Ascension involves a four-way struggle between an alliance of Mages called the Nine Mystical Traditions; the New World Order of the Technocracy, which relies on its technofantasical "paradigms" versus the Marauders, a disparate group of insane Mages; and the Nephandi, a coalition of Mages serving evil cosmic entities in the pursuit of cosmic oblivion.[4] Later editions of Mage: the Ascension introduce non-aligned Mage factions such as the "Hollow Ones", a group of Goth chaos magic practitioners.
Rules
editA key feature of Mage is its unique magic system. A character's magical expertise is described by allocating points to nine different "Spheres" of magical knowledge and influence: Correspondence, Entropy, Forces, Life, Mind, Matter, Prime, Spirit, and Time. Magical effects are largely spontaneously proposed by players and adjudicated by the game master, informed by the level of 'expertise' in the relevant Spheres of the effect; this is as opposed to the popular system of magic in Dungeons & Dragons, which relies upon predetermined descriptions of magical spells.
Reception
editChris Kubasik reviewed Mage: The Ascension in White Wolf #38 (1993), rating it a 4 out of 5 and stated that "Mage offers the jaded gamer something intriguing: creativity. The rules of the game, through both cleverness and sloppiness, challenge all the players to be imaginative, not just the Storyteller."[9]
Mage: The Ascension, 2nd Edition was given an 8/10 by Arcane's Adam Tinworth, who called it "good for those who enjoy involved and challenging games." He noted that while it could be difficult for new players to grasp the game's background, develop their style of magic, or figure out how the magic worked; the gameplay system itself would be easy to understand.[10]
Mage: The Ascension was ranked 16th out of 50 in Arcane magazine's 1996 reader poll of the most popular role-playing games of all time. The magazine's editor, Paul Pettengale, commented: "Mage is perfect for those of a philosophical bent. It's a hard game to get right, requiring much thought from players and referees alike, but its underlying theme—the nature of reality – makes it one of the most interesting and mature role-playing games available."[11]
Awards
edit- In 1994, Mage: The Ascension was nominated for the Casus Belli Award the best role-playing game of 1993, finishing in fifth place.[12]
- Mage: The Ascension, 2nd Edition won the Origins Award for Best Role-playing Rules in 1995.[13]
Reviews
editSee also
editReferences
edit- ^ Varney, Allen (December 1994). "Role-playing Reviews". Dragon. No. 212. TSR, Inc. pp. 90–91.
- ^ McLaughlin, Tom (May 1993). "Get ready—here comes the 1993 Gen Con Game Fair!". Dragon. No. 193. TSR, Inc. p. 83.
- ^ "White Wolf". Casus Belli (in French). No. 91. Excelsior Publications. February 1996. p. 14.
- ^ a b "Mage : The Ascension (1-56504-400-2)".
- ^ "2000 Release Schedule". White Wolf Publishing. Archived from the original on 3 March 2000. Retrieved 27 December 2020.
- ^ "Gaming Industry Innovators CCP and White Wolf to Merge". GamesIndustry.biz. 13 November 2006. Retrieved 16 March 2024.
- ^ "Frequently Asked Questions – Onyx Path Publishing". Retrieved 16 March 2024.
- ^ "Now Available: Mage: The Ascension 20th Anniversary Edition!". 23 September 2015.
- ^ Kubasik, Chris (1993). "Mage: The Ascension Feature Review". White Wolf Magazine. No. 38. p. 43-47.
- ^ Tinworth, Adam (April 1996). "Mage: The Ascension 2nd Edition". Arcane (5). Future Publishing: 62–63.
- ^ Pettengale, Paul (Christmas 1996). "Arcane Presents the Top 50 Roleplaying Games 1996". Arcane (14). Future Publishing: 25–35.
- ^ "Trophées Casus Belli 1993 du jeu de rôle". Casus Belli (in French). No. 80. Excelsior Publications. April–May 1994. pp. 16–17.
- ^ "1995 list of winners". Academy of Adventure Gaming Arts and Design. Archived from the original on 4 May 2009. Retrieved 14 January 2014.
- ^ "Pyramid: Pyramid Review: Mage Second Edition Revised".
- ^ "Anmeldelser | Article | RPGGeek".
- ^ "Mage The Ascension &2124; Article | RPGGeek".
- ^ "Australian Realms Magazine - Complete Collection". June 1988.