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Mage: The Ascension

Mage: The Ascension ( Mage: Ascent ) is a role-playing game developed by White Wolf . It is part of a line of role-playing games, united by a common setting , the so-called Old World of Darkness , designed in the style of “ gothic - punk ” [1] and representing a version of the modern world in which mythical creatures operate. Mage: The Ascension is dedicated to magicians - people who can change the world around them in accordance with their will. The concept of “magic” in a game implies a variety of teachings and includes mystical practices, religious teachings, and even science. This approach was chosen in order to avoid a lot of similarities with the archetype of a fantasy wizard.

Mage: The Ascension
Cover Mage.jpg
The cover of the main rule book (reprints)
DeveloperStuart Wieck, Christopher Earley, Stefan Wieck, Bill Bridges, Sam Chapp, Andrew Greenberg
PublisherWhite wolf publishing
Date of issue1993
GenresGothic , Horror
Technical details

In 2005, White Wolf released a new version of the game called Mage: The Awakening (Mage: Awakening) . Her action took place in the updated setting of the World of Darkness. Many old mechanics migrated to the new version of the game, but the plot and game prerequisites underwent significant changes.

Content

Game History

With the launch of Vampire: The Masquerade in 1993, White Wolf began releasing a new game every year. Each action takes place in the World of Darkness, presented in the very first game, and is subject to a single system of rules of the Storyteller System . Following Vampire: The Masquerade, the following games came out: Werewolf: The Apocalypse (1992), Mage: The Ascension (1993), Wraith: The Oblivion (1994) and Changeling: The Dreaming (1995). [2] Mage: The Ascension was the first game in the setting of the World of Darkness, which was not created by Mark Reinhagen, although it contains the Hermes Order, described in his other role-playing game Ars Magica . [2]

Game World

The main postulate of Mage: The Ascension is that each person has - to one degree or another - the ability to shape the surrounding reality. This ability manifests itself in the form of a personified alter ego called Avatar. Most people are not able to awaken this ability, and therefore are called “sleeping,” while Mages (and / or their Avatars) are called Awakened. By awakening his Avatar, the Mage can consciously change reality with the help of willpower, faith and special magical techniques.

The methods of Mages vary greatly, and the ability to change the world exists only in the context of a coherent system of beliefs and methodologies called the " paradigm ". The paradigm structures understanding of the reality and principles of the universe, as well as the meaning of things. Typically, it provides the Magician with an understanding of how to change reality through special rituals. For example, the alchemical paradigm describes the state of burning of a tree as “a tree releases its essence of the Fire elemental,” while modern science describes burning as “burning caused by a complex chemical reaction.” Paradigms are usually individual for each Mage, but most belong to a wide category of paradigms such as Shamanism, Medieval Magic, religious miracles and super-science.

In the world of the game, everyday reality is governed by the concepts of common sense, the result of the collective faith of the "sleeping." Mages call this reality " consensus ." Most Mage paradigms are significantly different from consensus. When the Mage does witchcraft that violates the laws of ordinary reality slightly, in game terms this is called "coincidental magic". Magic that breaks consensus significantly is called active ( English dynamic magic ). When witchcraft is performed ineptly, or violates consensus significantly, it can cause a paradox, a phenomenon generated by an attempt to reality to correct the contradiction between consensus and the actions of the Magician. The paradox is difficult to predict and almost always it ends badly for the Magician. Most often, the consequence of the paradox is the physical harm of the Magician, as well as "paradoxical flaws", such as, for example, changing hair color, dumbness, inability to leave a particular place and others. In extreme cases, the paradox can cause Silence (madness that can seep into reality), the Spirits of Paradox (foggy, often powerful creatures whose goal is to correct the contradiction, usually by directly punishing the magician) or even transferring the Magician to the reality of the paradox is a pocket dimension, which hard to leave.

In the game, reality has a basic structure called Tapestry . The tapestry is initially divided into various sections, including physical reality and various levels of the spirit world, called Umbra. At the most basic level, the Tapestry consists of Quintessence, the very essence of magic and reality. Quintessence can have various characteristics called resonance, and they are divided into three categories: dynamic, static and entropy.

In order to understand the metaphysics of the setting of the game, it is important to remember that many of the terms used to describe magic and Mages (i.e. Avatar, Queenness, Umbra, paradox, resonance, etc.), as well as external manifestation, meaning and understanding of the areas of magic in which the character is skilled can vary significantly depending on the Mage’s paradigm. In theory, only the Magician’s paradigm gives the key to understanding what is happening around the player, what it means and why everything is just like that and nothing else.

World History

Ancient times

In the game, Mages always existed, although there are legends about the Pure, which were fragments of the original, divine One. Early magicians developed magical concepts alone or in small groups, usually forming and influencing the belief system of the society around them. Some myths imply that the predecessors of modern magical organizations originally gathered in ancient Egypt . In the same period of historical inaccuracy, the sect of the sorcerers of Nefandi in the Middle East rose. In the history of the game, this period is called "Mythical Centuries."

Criticism

Mage: The Ascension was rated the 16th game on the list of the 50 most played games of all time based on a 1996 Arcane reader survey. The editor of the magazine, Paul Pettengale, remarked: “ Mage is ideal for those who turn to philosophy. It is a difficult game to understand, requiring considerable effort from players and storytellers alike, but its main theme - the nature of reality - makes it one of the most interesting and adult role-playing games that are available for purchase. " [3]

Links

  • Game official page
  • GURPS version of the game
  • The English-language website of the creators of the game

Notes

  1. ↑ Christopher Cecil. Review of Horror Week Vampire: The Masquerade Revised Edition . RPG.net . Date of treatment August 27, 2011. Archived June 1, 2012.
  2. ↑ 1 2 Shannon Appelcline. Designers & Dragons. - Mongoose Publishing, 2011 .-- ISBN 978-1-907702-58-7 .
  3. ↑ Pettengale, Paul. Arcane Presents the Top 50 Roleplaying Games 1996 (unknown) // Arcane. - Future Publishing . - No. 14 . - S. 25-35 .
Source - https://ru.wikipedia.org/w/index.php?title=Mage:_The_Ascension&oldid=99973020


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