If Ascension is the Matrix, Awakening is Dark City. 2. My players in Mage the Ascension encounters a Sabbat pack. The Mages are a playable character in World of Darkness, being the most notable characters to have powers, even being introduced into Vampire: The Masquerade and Werewolf: The Apocalypse. Whereas Ascension has a couple decades of setting lore you can explore. The single biggest difference between them, however, it that Ascension puts forth that reality as consensual, and that by reinforcing their Will with a paradigm, a Mage is able to re-write local reality as they desire. Both editions of the White Wolf game emphasize imaginative spellcasting; the spells in the book are merely examples of what one can achieve with each new level of knowledge. The alternative is to be faced with an unfamiliar body each time, or live existence with a limited catalog of familiar forms (see Mage: the Ascension … 7 achilles bane 8 Activate Demon Process 9 Active Radar 10 Administrative Murder 11 Adrenaline Boost 12 Advanced Information Gathering 13 Age 14 Air Wall 15 Airbag 16 Akira Bootleg 17… The book was written by Malcolm Shepard, and is the closest thing Shepard would have wanted for the Archsphere of Ascension (since Master of the Art leave much to be desired) Jokes aside, i also feel like ascension is better than awakening (even though I read little to nothing of the nWoD "reworked" scenarios, the only ones that lure me are the actual new ones, instead of "vampire, werewolf, mage, changeling and hunter 2.0") for my style of storytelling and gameplay. 1 1-800-Courier 2 1-800-Quintessence 3 1000 paper cranes 4 20/20 sidesight 5 A Matter of Taste 6 Abra-Cadabra! Awakening's universe is ruled by the platonic symbols of human suffering and misery (who may or may not be Ascended mages) and is a world of darkness because it was deliberately designed to be one. Mage: The Ascension is a role-playing game based in the World of Darkness, and was published by White Wolf Game Studio.The characters portrayed in the game are referred to as mages, and are capable of feats of magic. Mage: the Awakening holds aloft creativity in the same way that Dungeons and Dragons heralds adventure. 1. The mages also have to exterminate the Aboleths. Mage: The Awakening is the New World of Darkness version of Mage: The Ascension. 3. If your mage is a shapechanger or a body-snatcher or even a Virtual Adept who changes his icons on the Digital Web frequently, this Merit is almost a necessity. The mage armies also count their off world forces such as the various mages out in the umbra for ascension and the various archmasters and assorted supernal wonderers for awakening. Thay … Then my player ask out game " if Mages all powerful and stuff...why wont they just kill all vampires" ... Mages have no method of Awakening any random Sleeper that is anywhere that reliable. The two books differ in this area in the way that spells are cast. In Awakening, all magic comes from a single source. They basically removed all the cool diverse traditions and organizations from the old one and substituted vague, indeterminate, inscrutable new ones. They had a fight but they got away. 'Way more organized'... Maybe. *I 'd suggest, if you approach the archsphere, to take a look at Imperial Mysteries of Mage the Awakening. If Ascension's Alan Moore's Promethea, Awakening's Alan Moore's Hellblazer. Are cast traditions and organizations from the old one and substituted vague, indeterminate inscrutable. 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