Mage: The Ascension vs Public Access
Compare Mage: The Ascension and Public Access side by side. See differences in complexity, dice, genre, cost, and more.
| Mage: The Ascension | Public Access | |
|---|---|---|
| Genre | Fantasy, Modern, Horror | Horror, Modern |
| Tags | Freeform Magic, Character Building, Crunchy, High-Power, Roll to Cast, Skill-Based, Lore-Heavy, Fear & Stress Mechanics | Investigation, Mystery, Collaborative, Player-Only Rolls, Fiction-First, Character-Driven, Atmospheric, Corruption |
| Core Mechanic | 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. | When a move is triggered, roll 2d6 plus one of five ability modifiers. A 6 or less is a miss, while many moves split hits into 7–9, 10–11, and 12+ tiers. After a result is narrated, a player can turn a Key to raise it one tier and replace that outcome with a different timeline. |
| Dice | d10 dice pool | 2d6 |
| Complexity | Very High | Medium |
| Accessibility | High | Very High |
| Runnability | Very High | Low |
| License | All Rights Reserved | Proprietary |
| Third-Party Publishing | Commercial publishing allowed — Storytellers Vault | Not yet researched |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | $$ | Free |
| Publisher | Onyx Path Publishing | The Gauntlet |
| Year | 2015 | 2023 |
| Best For | Groups who want long-form modern occult campaigns about reality-shaping power, ideological conflict, and the consequences of imposing belief on the world. | Groups seeking a finite collaborative analog-horror campaign where player-built theories, personal histories, and found-footage prompts shape the truth behind a small-town conspiracy |
| Highlights | 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. | Clues have no fixed locations or canonical answers, so players assemble them into a theory and roll to establish whether it is true. Turning a Key raises a resolved roll by one tier and replaces the narrated failure with an alternate timeline. Odyssey tape prompts let players author uncanny broadcasts that become a campaign timer and feed connections back into Deep Lake. |
| Considerations | 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. | Dawn, Day, Dusk, and Night must occur in order, which constrains free-form scene pacing. The Keeper must synthesize campaign discoveries into a custom final TV Odyssey mystery. The intended campaign engages childhood trauma, body horror, ritual sacrifice, and other dark material. |