Brindlewood Bay vs Mage: The Ascension
Compare Brindlewood Bay and Mage: The Ascension side by side. See differences in complexity, dice, genre, cost, and more.
| Brindlewood Bay | Mage: The Ascension | |
|---|---|---|
| Genre | Horror, Modern | Fantasy, Modern, Horror |
| Tags | Investigation, Mystery, Collaborative, Player-Only Rolls, Narrative, Fiction-First, Character-Driven, Atmospheric, Corruption | Freeform Magic, Character Building, Crunchy, High-Power, Roll to Cast, Skill-Based, Lore-Heavy, Fear & Stress Mechanics |
| Core Mechanic | PbtA framework: roll 2d6 plus ability modifier, with 10+ as a strong hit, 7–9 as a hit with complication, and 6 or less as a miss. Mysteries have no pre-written solution; players gather clues through the Meddling Move, then use the Theorize move to propose a solution and roll to see if it is correct. The Theorize roll adds the number of clues found minus the mystery's complexity rating (6–8). Putting on a Crown after any roll lets a player bump the result up one tier at the cost of marking narrative consequences on their character sheet. | 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. |
| Dice | 2d6 | d10 dice pool |
| Complexity | Low | Very High |
| Accessibility | Medium | High |
| Runnability | Low | Very High |
| License | Carved from Brindlewood (third-party content license) | All Rights Reserved |
| Third-Party Publishing | Not yet researched | Commercial publishing allowed — Storytellers Vault |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | $$ | $$ |
| Publisher | The Gauntlet | Onyx Path Publishing |
| Year | 2022 | 2015 |
| Languages | English, French, German, Polish | English, French, German, Italian, Russian, Spanish |
| Best For | Groups who want a collaborative mystery game where players piece together clues and collectively theorize solutions, blending cozy small-town charm with creeping cosmic horror | Groups who want long-form modern occult campaigns about reality-shaping power, ideological conflict, and the consequences of imposing belief on the world. |
| Highlights | Mysteries have no predetermined solution: players gather clues, then Theorize to assemble the answer themselves. The Day/Night structure balances cozy daytime vignettes against dangerous nighttime investigation. The Crown lets a player bump a roll up one tier in exchange for marking long-term character consequences. | Nine 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. |
| Considerations | Keeper must improvise heavily since mysteries have no fixed solutions, Day/Night move split requires tracking time of day carefully, the dark conspiracy campaign arc may not appeal to groups who only want standalone mysteries, combat is not a focus and physical danger is resolved through the same general moves as everything else | Improvised 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. |