Rating: [ 7.11 / 10.00 ]

Game Info

Title  Mage: The Ascension
Authors  Phil Brucato, Kathy Ryan, Stewart Wieck
Book Type  Core Rules
Rank: [ 81 / 4196 ]
Genre  Fantasy / Modern
Setting  Classic World of Darkness
Awards  Origins Awards (Best Role-Playing Rules, 1995)

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Game Summary

Few games inspire such passion and divisiveness among their fans -- and detractors -- as Mage has. This game of "reality on the brink" has wandered all over the map in its ten plus years, from far out mysticism to dirty life on the streets.

It's always been about mages, though, those people who can change the world through their force of will alone. The Council of Nine Mystic Traditions, a loose coalition of nine organizations of differing philosophies and magical practices, stand for personal freedom -- sometimes regardless of cost -- and responsibility. In opposition is the shadowy Technocratic Union, a seemingly monolithic conspiracy which seeks to protect humanity from the unseen dangers of the universe at large, typically through ignorance and control. Other factions, the Nephandi and the Marauders, who personify the depths humanity can sink to and the abdication of responsibility, also have their part to play in the struggle as each side strives to win over and guide -- or rule -- the unknowing masses of the world.

Game Editions

Contents & Articles

Game Contents

Add Existing Content | Add New Content ]
# Title Type System Author Rating
2000 White Wolf Publishing Only:
1 The Art of Mage: The Ascension Gaming Accessory Jess Heinig 5.00

Related Articles

Comments & Reviews

Selected RPGnet Reviews

See 15 Reviews | See 4 Magazine Reviews | Link Reviews ]
Rating User Summary
3 + 2Ricardo J. Méndez. No summary available for this older review.
5 + 4pointyman2000. Mages go back to their roots, and shake off defeat to rally to their last hurrah in the last edition of Mage: the Ascension for the old World of Darkness.

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