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Mage: The Ascension vs Monsterhearts

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

Mage: The AscensionMonsterhearts
GenreFantasy, Modern, HorrorHorror, Modern
TagsFreeform Magic, Character Building, Crunchy, Fiction-First, Character-Driven, Roll to Cast, Skill-Based, Lore-Heavy, Fear & Stress Mechanics, Urban FantasyNarrative, Fiction-First, Character-Driven, Drama, Roleplay-Heavy, Playbook-Driven, Player-Only Rolls, Theater of the Mind, Collaborative, Atmospheric
Core MechanicRoll 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.When a move calls for dice, roll 2d6 plus Hot, Cold, Volatile, or Dark. A 10+ is good, a 7–9 is complicated, and a 6 or less lets the MC introduce unpleasant consequences. Strings represent emotional leverage that characters can spend during interactions, while the MC never rolls dice.
Diced10 dice pool2d6
ComplexityVery HighMedium
AccessibilityHighMedium
RunnabilityVery HighVery High
LicenseAll Rights ReservedProprietary
Third-Party PublishingCommercial publishing allowed — Storytellers VaultNo verified route found
Summary only, not legal advice. Check current terms before publishing.
Cost$$$
PublisherOnyx Path PublishingBuried Without Ceremony
Year20152017
LanguagesEnglish, French, German, Italian, Russian, SpanishEnglish, French, German, Italian, Polish, Spanish
Best ForGroups who want long modern occult campaigns about conflicting beliefs and the consequences of reshaping reality.Groups who want collaborative teen-monster horror driven by desire, social leverage, and messy relationships. It suits an MC ready to discuss boundaries and facilitate safety practices.
HighlightsNine 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.Strings turn emotional leverage into a spendable resource, so relationships mechanically shape influence and risk. Every Skin carries distinct moves and an economy that gives each monster archetype a different mechanical focus. A fifth advance unlocks Season Advances for everybody, then the current session plus one more session take the campaign toward its close.
ConsiderationsImprovised 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.The game addresses sex, abuse, and trauma, and it calls for upfront conversations about boundaries. Physical violence uses the Lash Out Physically move, resolving harm through immediate consequences rather than a separate combat procedure. Strings and Conditions shape social interactions, while Skin-specific resources add extra tracking.