Fellowship vs Mage: The Ascension
Compare Fellowship and Mage: The Ascension side by side. See differences in complexity, dice, genre, cost, and more.
| Fellowship | Mage: The Ascension | |
|---|---|---|
| Genre | Fantasy | Fantasy, Modern, Horror |
| Tags | Fiction-First, Playbook-Driven, High-Fantasy, Heroic, Collaborative, Worldbuilding, CC-Licensed Rules, Strong GM Support | Freeform Magic, Character Building, Crunchy, Fiction-First, Character-Driven, Roll to Cast, Skill-Based, Lore-Heavy, Fear & Stress Mechanics, Urban Fantasy |
| Core Mechanic | Roll 2d6 + stat (Blood, Courage, Sense, Grace, or Wisdom). 10+ full success, 7–9 success with a cost, 6− the Overlord makes a Cut against you. Playbook moves trigger from fictional actions. Hope (roll 3d6 keep best two) and Despair (roll 3d6 keep worst two) modify all rolls and cancel each other out when both are present. | Roll an Attribute-plus-Ability pool of d10s and count dice meeting the difficulty, usually 6. Each rolled 1 cancels a success. A roll botches only when no die meets the difficulty and at least one die shows 1. Magick instead rolls Arete, the mage's enlightenment rating, against a difficulty based on the highest Sphere used and whether the effect violates ordinary reality. Successes determine the effect's extent. |
| Dice | 2d6 | d10 dice pool |
| Complexity | Medium | Very High |
| Accessibility | Medium | High |
| Runnability | Medium | Very High |
| License | Creative Commons CC BY-SA 4.0 | 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 | Liberi Gothica Games | Onyx Path Publishing |
| Year | 2019 | 2015 |
| Languages | English | English, French, German, Italian, Russian, Spanish |
| Best For | Groups who want LOTR-style co-operative epic fantasy where one player commits to playing the evil Overlord throughout the campaign and each hero treats themselves as the spokesperson for an entire fantasy people. | Groups who want long modern occult campaigns about conflicting beliefs and the consequences of reshaping reality. |
| Highlights | Dedicated Overlord playbook lets one player run the villain throughout the campaign with structured threat, plan, and Cut mechanics. Each hero playbook grants full authority over their fantasy people's lore, history, and culture: players are the canonical voice for their species. Over a dozen Destiny playbooks unlock at level 5 to transform heroes into greater figures (Chosen One, Cyborg, Witch, Lord of Beasts, and others). CC BY-SA 4.0 license permits free modification and redistribution. | Nine Spheres combine into improvised magical effects beyond a fixed spell list. A mage's beliefs determine the practices and instruments that make those effects possible. Concealing magick within plausible events reduces the risk of reality's backlash. |
| Considerations | Requires one player to commit to running the villain full-time with no hero of their own. Hero playbooks are tightly themed around six fantasy archetypes (Dwarf, Elf, Halfling, Heir, Orc, Squire): groups wanting non-Tolkien-style species must reskin or hack the playbooks. Tracking Bonds, Companions, Hope, Despair, and tagged gear adds bookkeeping above the typical PbtA load. Whether a fictional Advantage exists for Finish Them often requires table interpretation. | Improvised magick requires the group to agree on what an effect can accomplish before rolling. Accumulated Paradox can injure a mage or trap them in a distorted reality. Cabals need shared motives to keep incompatible faction loyalties from pulling the campaign apart. |