TTRPG Wiki

Compare tabletop RPG systems to find your next game

Mage: The Ascension vs R'lyehwatch

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

Mage: The AscensionR'lyehwatch
GenreFantasy, Modern, HorrorHorror, Modern
TagsFreeform Magic, Character Building, Crunchy, Fiction-First, Character-Driven, Roll to Cast, Skill-Based, Lore-Heavy, Fear & Stress Mechanics, Urban FantasyRules-Light, Comedy, One-Shot Friendly, Short Sessions, Player-Only Rolls, Weird
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.Players roll a pool of 1–3 d6s against a target difficulty (4 for easy, 5 for average, 6 for hard). Every challenge starts with 1 die: add a second if the challenge matches the character's stat (Agile, Brawny, or Crafty), and a third if their role applies (The Veteran, Rookie, Medic, Gizmo, Detective, or Weirdo). Success means at least one die meets or beats the difficulty. Players spend luck tokens to invoke a perk and lower the difficulty by 1, and recover luck by letting their quirk cause a problem (raising the difficulty by 1). Grit tokens absorb failure consequences; a character who runs out of grit is removed from the scene. The referee never rolls dice during a challenge: they choose the stat and difficulty, then narrate the outcome. Extended challenges (chases, fights, infiltration) deplete a shared pool of effort tokens, one per success.
Diced10 dice poold6 dice pool
ComplexityVery HighVery Low
AccessibilityHighMedium
RunnabilityVery HighLow
LicenseAll Rights ReservedProprietary; third-party license and SRD permit derivative works
Third-Party PublishingCommercial publishing allowed — Storytellers VaultNot yet researched
Summary only, not legal advice. Check current terms before publishing.
Cost$$$
PublisherOnyx Path PublishingHedgemaze Press / Third Chair Games
Year20152023
LanguagesEnglish, French, German, Italian, Russian, SpanishEnglish
Best ForGroups who want long modern occult campaigns about conflicting beliefs and the consequences of reshaping reality.Groups who want a quick, comedic cosmic-horror RPG that pairs Baywatch-style melodrama with the Cthulhu Mythos. Tuned for pickup play and 2-4 hour sessions, with three tonal modes (Casual, Standard, Horror) that retune lethality without changing the core rules.
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.Three difficulty targets and a 1–3 d6 dice pool make up the entire resolution system. Three tonal modes (Casual, Standard, Horror) adjust grit recovery rate, retuning the same rules from sitcom-style play to deadly survival horror without changing any mechanics. All heroes share a universal Slow Motion quirk: narrating a slow-motion moment recovers a luck token but raises the current challenge's difficulty. Adventure generator combines random Objective, Location, and Complication tables for pickup scenarios; also includes an Elder Gods & Cults table, a Monster Maker, and a mapped Sunset Hills setting.
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.Mechanically minimal: no advancement track beyond optional luck and grit cap increases, no gear lists, no tactical combat structure. Pacing assumes 2–4 hour sessions rather than multi-arc campaigns. Setting is anchored to Sunset Hills, California; running the game elsewhere requires reskinning the included cult, NPC, and location tables. Three difficulty values and a maximum 3-die pool give coarse resolution: granular skill differentiation is not the design.