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Dragonslayer RPG vs Mage: The Ascension

Compare Dragonslayer RPG and Mage: The Ascension side by side. See differences in complexity, dice, genre, cost, and more.

Dragonslayer RPGMage: The Ascension
GenreFantasyFantasy, Modern, Horror
TagsDungeon Crawl, Combat-Heavy, Gritty, Descending AC, Vancian Casting, Random TablesFreeform Magic, Character Building, Crunchy, High-Power, Roll to Cast, Skill-Based, Lore-Heavy, Fear & Stress Mechanics
Core MechanicRoll d20 + attack bonus against descending Armour Class to hit in combat. Saving throws are roll-over by category (Breath, Death, Stone, Wand, Spell). Initiative is d6 per side each round. The GM (Maze Controller) tracks time, light, encounters, and resources: torches burn out, rations deplete, and random encounters escalate with noise and delay.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
ComplexityMediumVery High
AccessibilityHighHigh
RunnabilityHighVery High
LicenseProprietaryAll Rights Reserved
Third-Party PublishingNot yet researchedCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
Cost$$$$
PublisherGreg GillespieOnyx Path Publishing
Year20242015
LanguagesEnglishEnglish, French, German, Italian, Russian, Spanish
Best ForOSR veterans who want a traditional dungeon-crawling experience with descending AC, strict resource management, and classic class-and-level gameplay: especially fans of Barrowmaze and megadungeon play.Groups who want long-form modern occult campaigns about reality-shaping power, ideological conflict, and the consequences of imposing belief on the world.
HighlightsComprehensive old-school toolkit with 11 classes and 8 races, heavy emphasis on dungeon exploration procedures (marching order, light, time), critical hit/miss tables add combat drama, designed by a megadungeon expert, extensive spell lists and equipmentNine 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.
ConsiderationsDescending AC and THAC0-adjacent math will alienate modern players, very large rulebook for an OSR game, tightly bound to classic dungeon fantasy, limited innovation beyond curating and polishing older mechanicsImprovised 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.