Woke Up, Got Out of Bed, Dragged an Archetype Across My Head

Onyx Path’s second edition of Mage: the Awakening continues the general trend of second edition Chronicles of Darkness games of greatly refining and refocusing the concepts of their often-muddled first editions. Since both the World of Darkness and Chronicles of Darkness series are both active concerns, the various Chronicles games no longer need to be conflicted between the desire to do something new and the commercial incentive to provide a safe harbour for fans of the equivalent World of Darkness line, which means they can be more confident in their own, distinct identities.

In the case of Mage, the second edition is also an opportunity to restate that core identity in a way which wins over more people. The main thing which people who otherwise don’t know much about the first edition of Awakening seem to latch onto about it is “Isn’t that the one which is all about Atlantis?”; the Atlantis stuff isn’t exactly gone here, but it’s relegated to a brief appendix to illustrate just how inessential to the core concept it is.

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