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Mage: The Ascension vs Tales of Argosa

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

Mage: The AscensionTales of Argosa
GenreFantasy, Modern, HorrorFantasy
TagsFreeform Magic, Character Building, Crunchy, High-Power, Roll to Cast, Skill-Based, Lore-Heavy, Fear & Stress MechanicsDeadly, Sandbox, Combat-Heavy, Dungeon Crawl, Roll to Cast, Gritty, CC-Licensed Rules, Sword & Sorcery
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 d20 under attribute to succeed (roll-under). Luck saves deplete your Luck attribute with each success, ratcheting tension. Combat uses Nat 19 effects, Exploits, Fumbles, Crits, and Trauma tables. Dark & Dangerous Magic risks madness and Veil monsters when casting spells.
Diced10 dice poold20
ComplexityVery HighLow
AccessibilityHighMedium
RunnabilityVery HighVery High
LicenseAll Rights ReservedCC BY-SA 4.0
Third-Party PublishingCommercial publishing allowed — Storytellers VaultNot yet researched
Summary only, not legal advice. Check current terms before publishing.
Cost$$$$
PublisherOnyx Path PublishingPickpocket Press
Year20152024
Best ForGroups who want long-form modern occult campaigns about reality-shaping power, ideological conflict, and the consequences of imposing belief on the world.Sword & sorcery fans who want fast, brutal combat with diminishing Luck, dark & dangerous magic, and rich emergent sandbox play: group or solo.
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.Distinctive diminishing Luck mechanic, combat with Exploits and Trauma is consequential, large GM toolbox (hexploration, oracles, hirelings, mass battle), solo rules included, Creative Commons license
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.The Diminishing Luck mechanic means characters weaken as they succeed. There are limited magical options in the core rules. The game requires GM comfort with sandbox hexcrawl prep.