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Grizzled Adventurers vs Mage: The Ascension

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

Grizzled AdventurersMage: The Ascension
GenreFantasyFantasy, Modern, Horror
TagsDungeon Crawl, One-Shot Friendly, Rules-Light, Low-Prep, Beginner-Friendly, Character-Driven, Theater of the Mind, Ascending ACFreeform Magic, Character Building, Crunchy, High-Power, Roll to Cast, Skill-Based, Lore-Heavy, Fear & Stress Mechanics
Core MechanicOSR rules: roll d20 under ability score for checks, d20 + attack bonus vs. AC for combat. Shared character creation via pass-around worksheets builds backstory and party bonds. Fortune Points grant rerolls and cheat death. Three classes (Warrior, Rogue, Mage) with familiar saving throws and hit dice.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
ComplexityLowVery High
AccessibilityMediumHigh
RunnabilityMediumVery High
LicenseOGL 1.0aAll Rights Reserved
Third-Party PublishingNot yet researchedCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
Cost$$$
PublisherFlatland GamesOnyx Path Publishing
Year20222015
Best ForOne-shot dungeon crawls with experienced mid-level heroes: perfect for pickup games or nights when a player or two are missing.Groups who want long-form modern occult campaigns about reality-shaping power, ideological conflict, and the consequences of imposing belief on the world.
HighlightsShared character creation instantly builds party history and bonds, plays a full dungeon in one evening, OSR-compatible with existing modules and monsters, includes dungeon-building tools for the GM, handout-driven setup requires only dice and friendsNine 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.
ConsiderationsFantasy dungeon crawl only: no overland or campaign play, very niche premise (old adventurers), three classes limit build varietyImprovised 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.