TTRPG Wiki

Compare tabletop RPG systems to find your next game

Mage: The Ascension vs Ryuutama

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

Mage: The AscensionRyuutama
GenreFantasy, Modern, HorrorFantasy
TagsFreeform Magic, Character Building, Crunchy, High-Power, Roll to Cast, Skill-Based, Lore-Heavy, Fear & Stress MechanicsExploration, Beginner-Friendly, Character-Driven, Narrative, Family-Friendly, Atmospheric, Low-Prep
Core MechanicBuild 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.Roll two ability dice (d4–d12) and add them together vs. a target number. Four daily travel rolls (Condition, Travel, Direction, Camping) drive gameplay. Classes are travelers (farmers, merchants, healers, artisans), not warriors. The GM plays a Ryuujin (dragon person) who secretly guides the journey. Seasonal magic and terrain types shape encounters.
Diced10 dice poold4–d12
ComplexityVery HighLow
AccessibilityHighMedium
RunnabilityVery HighHigh
LicenseAll Rights ReservedProprietary
Third-Party PublishingCommercial publishing allowed — Storytellers VaultNot yet researched
Summary only, not legal advice. Check current terms before publishing.
Cost$$$$
PublisherOnyx Path PublishingKotodama Heavy Industries
Year20152015
LanguagesEnglish, French, German, Italian, Russian, SpanishEnglish
Best ForGroups who want long-form modern occult campaigns about reality-shaping power, ideological conflict, and the consequences of imposing belief on the world.Groups who want cozy, travel-focused adventures where the journey itself is the story: minstrels, merchants, and healers exploring a gentle fantasy world.
HighlightsNine 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.Four daily travel rolls (Condition, Travel, Direction, Camping) make the journey the core gameplay loop, condition system tracks daily well-being mechanically, seven traveler classes (farmer, merchant, healer, etc.) instead of combat archetypes, seasonal magic system tied to terrain types
ConsiderationsImprovised 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.Limited random tables for generating travel encounters, Ryuujin GM character has benediction powers that direct the narrative, combat system is simplified compared to travel mechanics, setting assumes a gentle-fantasy tone with no built-in support for darker themes