Notes toward “Mage: The Ascension 2.0”, part one – Traditions and Spheres

Writing that crossover between Mage and Planescape the other day got me thinking about what Mage would be like if you were to run it now. And the more I thought about it, the more I thought that this what not only something I wanted to do, but would also give me the chance to fix a few things that had always bothered me in the past.

Like, for example, the way that the Spheres and Traditions never really made sense to me the way they were.
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Notes toward Mage: The Ascension 2.0 part two – The Last Twenty Years

Just to open, I’m pretty much ignoring the metaplot established in various Mage books, which is pretty much what I’ve been doing since 1993 in any case. I’m taking the setting as it was originally introduced, and simply updating the timeline to allow for the events of the last two decades. Think of this as what it would be like if the game were introduced today. Kind of.
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Notes toward Mage: The Ascension 2.0 part three – The Theocracy

Like the Technocracy and the Traditions, the Theocracy finds it necessary to have all nine spheres covered. After all, their opponents do. But like the Technocacy and unlike the Traditions, the Theocracy has fewer groups, so some of them need to double up on their sphere responsibilities. The different sub-groups of the Theocracy are called Orders, and are as follows:

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