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Adventurer Conqueror King System vs Mage: The Ascension

Compare Adventurer Conqueror King System and Mage: The Ascension side by side. See differences in complexity, dice, genre, cost, and more.

Adventurer Conqueror King SystemMage: The Ascension
GenreFantasyFantasy, Modern, Horror
TagsCrunchy, Sandbox, Domain Management, Character Building, Simulation, Dungeon Crawl, Ascending ACFreeform Magic, Character Building, Crunchy, High-Power, Roll to Cast, Skill-Based, Lore-Heavy, Fear & Stress Mechanics
Core MechanicRoll d20 + modifiers vs. a target value for attack throws, saving throws, and proficiency throws. 18 classes across core (Fighter, Explorer, Thief, Mage, Crusader, Venturer), campaign (Assassin, Barbarian, Bard, Bladedancer, Paladin, Priestess, Shaman, Warlock, Witch), and demi-human archetypes. 110 proficiencies and 378 spells. Characters progress from adventurers to domain rulers with integrated systems for strongholds, realms, mercantile ventures, criminal syndicates, armies, pitched battles, and sieges.Build a d10 pool from an Attribute plus an Ability and count each die that meets or exceeds the difficulty, usually 6. Each rolled 1 cancels a success, and a roll with no successes and at least one 1 botches. Magick uses Arete instead: the highest Sphere plus coincidence or vulgarity and witnesses establishes the base difficulty, with situational modifiers applied afterward. Successes determine the Effect, and vulgar casting risks Paradox.
Diced20d10 dice pool
ComplexityHighVery High
AccessibilityLowHigh
RunnabilityHighVery High
LicenseAll Rights ReservedAll Rights Reserved
Third-Party PublishingNot yet researchedCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
Cost$$$$$
PublisherAutarch LLCOnyx Path Publishing
Year20242015
LanguagesEnglishEnglish, French, German, Italian, Russian, Spanish
Best ForGroups who want a B/X-rooted OSR game that seamlessly scales from dungeon crawling to ruling kingdoms, with deeply integrated economics, domain management, and mass combat.Groups who want long-form modern occult campaigns about reality-shaping power, ideological conflict, and the consequences of imposing belief on the world.
HighlightsDetailed domain and kingdom management rules, economics and mercantile systems are integrated throughout, mass combat scales from skirmishes to wars, 18 classes with quick-start templates, builds on B/X foundationsNine Spheres combine to build open-ended Effects, allowing the same capability to emerge through different paradigms, practices, and instruments. Coincidental and vulgar classifications make subtlety a tactical choice because conspicuous magick raises difficulty and accumulates Paradox. Focus ties belief to procedure, so a mage's worldview determines the tools and rituals used to alter reality.
Considerations540+ page rulebook is intimidating, tightly coupled subsystems, fantasy-only with narrow genre support, very high GM prep for domain-level playImprovised Effects place frequent adjudication on the Storyteller, who must apply Sphere permissions, focus, required successes, and consequences consistently. Vulgar magick generates Paradox even on success, so overt power can punish a mage through injury or metaphysical breakdown. Faction choices can make a cabal internally hostile, so character concepts need shared motives before play.