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Mage: The Ascension (Alternate Rules)

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Mage: The Ascension
 
Mage: The Ascension is a roleplaying game set in the World of Darkness, a dark, gothic-punk alternative version of our own reality. In this setting, magic is real but hidden from most people's perception.
 
The game revolves around mages - individuals who can reshape reality through the power of will, belief, and understanding.
 
The Technocracy stands as a powerful organization seeking to control reality through science, technology, and rational thought. They view magic as a dangerous threat to human progress and work systematically to suppress and eliminate supernatural elements.
 
The central conflict in Mage: The Ascension is the struggle over the nature of reality itself. Mages fundamentally believe that reality is malleable and can be shaped by human will and belief.
 
Roleplaying is distilled into single scenes.
The entire game exists in a scene. It is not a fragment of the game, but the game itself.
 
A roleplaying scene is not something that is created, but something that is discovered. It exists between preparation and spontaneity, between the Storyteller's vision and the players' collective imagination.
 
Unlike a predetermined script, a scene thrives on the dynamic interplay of individual character motivations, player choices, and unexpected developments.
 
The most powerful scenes are those that surprise both the creators and the participants, revealing stories none could have anticipated.
 
The beauty of a roleplaying scene lies in its uncertainty. Neither the players, or the Storyteller know exactly how the scene will unfold.
 
The best scenes are those that reveal something fundamental about the characters, advance the broader narrative, or create unexpected moments of human connection.
 
A scene is a temporary collaborative reality. A shared imaginative space where individual creativity merges into a collective experience.
Like most role playing games played around a
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