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''Mage: The Ascension'' is a role-playing game based in the World of Darkness, and was published by White Wolf Game Studio in 1993. The characters portrayed in the game are referred to as mages, and are capable of feats of magic. Magic in ''Mage'' is subjective rather than objective as it incorporates a diverse range of ideas and mystical practices as well as science and religion. A mage's ability to change reality is based on what they believe rather than an objective or static system of magic. In that regard, most mages do not resemble typical fantasy wizards. ''Mage'' was influenced by then White Wolf game ''Ars Magica'', but the two games have different settings and premises. Similarly, White Wolf released '' Mage: The Awakening'' in 2005 for the new World of Darkness series. The new game features some of the same game mechanics but uses a substantially different premise and setting as well. History Following the release of '' Vampire: The Masquerade'', White Wolf Publishi ...
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Stewart Wieck
Stewart Douglas Wieck (May 10, 1968 June 22, 2017) was one of the founders of the publishing company, White Wolf, Inc. He was also one of the original writers of Mage: The Ascension. Career Stewart Wieck was born in Freeport, Illinois in 1968. He and his brother Steve Wieck had their first published work in 1986 with the adventure ''The Secret in the Swamp'' for ''Villains & Vigilantes'' from FGU. Later that same year, while they were still in high school, the brothers began self-publishing their own magazine, ''Arcanum''; Stewart soon retitled the magazine as ''White Wolf'', publishing the first issue in August 1986. The Wiecks were fans of Elric, and named their magazine after him. The Wiecks had befriended the company Lion Rampant, and when that company encountered financial trouble, White Wolf and Lion Rampant decided to merge into the new White Wolf Game Studio, with Stewart Wieck and Mark Rein-Hagen as co-owners. While Stewart was on the road to GenCon 23 in 1990 with Re ...
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The Ascension)
''The'' () is a grammatical article in English, denoting persons or things that are already or about to be mentioned, under discussion, implied or otherwise presumed familiar to listeners, readers, or speakers. It is the definite article in English. ''The'' is the most frequently used word in the English language; studies and analyses of texts have found it to account for seven percent of all printed English-language words. It is derived from gendered articles in Old English which combined in Middle English and now has a single form used with nouns of any gender. The word can be used with both singular and plural nouns, and with a noun that starts with any letter. This is different from many other languages, which have different forms of the definite article for different genders or numbers. Pronunciation In most dialects, "the" is pronounced as (with the voiced dental fricative followed by a schwa) when followed by a consonant sound, and as (homophone of the archaic pron ...
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World Of Darkness
''World of Darkness'' is a series of tabletop role-playing games, originally created by Mark Rein-Hagen for White Wolf Publishing. It began as an annual line of five games in 1991–1995, with '' Vampire: The Masquerade'', '' Werewolf: The Apocalypse'', ''Mage: The Ascension'', '' Wraith: The Oblivion'', and '' Changeling: The Dreaming'', along with off-shoots based on these. The series ended in 2004, and the reboot ''Chronicles of Darkness'' was launched the same year with a new line of games. In 2011, the original series was brought back, and the two have since been published concurrently. The games in the series have a shared setting, also named the World of Darkness, which is a dark, gothic-punk interpretation of the real world, where supernatural beings such as vampires and werewolves exist in secrecy. The original series' setting has a large focus on lore and overarching narrative, whereas ''Chronicles of Darkness'' setting has no such narrative and presents the details of ...
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Consensus Reality
Consensus reality is that which is generally agreed to be reality, based on a consensus view. The appeal to consensus arises from the idea that humans do not fully understand or agree upon the nature of knowledge or ontology, often making it uncertain what is real, given the vast inconsistencies between individual subjectivities. Humans can, however, seek to obtain some form of consensus, with others, of what is real. This consensus can be used as a pragmatic guide, either on the assumption that it seems to approximate some kind of valid reality, or simply because it is more "practical" than perceived alternatives. Consensus reality therefore refers to the agreed-upon concepts of reality which people in the world, or a culture or group, believe are real (or treat as real), usually based upon their common experiences as they believe them to be; anyone who does not agree with these is sometimes stated to be "in effect... living in a different world." Throughout history this has als ...
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Alchemy
Alchemy (from Arabic: ''al-kīmiyā''; from Ancient Greek: χυμεία, ''khumeía'') is an ancient branch of natural philosophy, a philosophical and protoscientific tradition that was historically practiced in China, India, the Muslim world, and Europe. In its Western form, alchemy is first attested in a number of pseudepigraphical texts written in Greco-Roman Egypt during the first few centuries AD.Principe, Lawrence M. The secrets of alchemy'. University of Chicago Press, 2012, pp. 9–14. Alchemists attempted to purify, mature, and perfect certain materials. Common aims were chrysopoeia, the transmutation of "base metals" (e.g., lead) into "noble metals" (particularly gold); the creation of an elixir of immortality; and the creation of panaceas able to cure any disease. The perfection of the human body and soul was thought to result from the alchemical ''magnum opus'' ("Great Work"). The concept of creating the philosophers' stone was variously connected with all of the ...
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Paradigm
In science and philosophy, a paradigm () is a distinct set of concepts or thought patterns, including theories, research methods, postulates, and standards for what constitute legitimate contributions to a field. Etymology ''Paradigm'' comes from Greek παράδειγμα (''paradeigma''), "pattern, example, sample" from the verb παραδείκνυμι (''paradeiknumi''), "exhibit, represent, expose" and that from παρά (''para''), "beside, beyond" and δείκνυμι (''deiknumi''), "to show, to point out". In classical (Greek-based) rhetoric, a paradeigma aims to provide an audience with an illustration of a similar occurrence. This illustration is not meant to take the audience to a conclusion, however it is used to help guide them get there. One way of how a ''paradeigma'' is meant to guide an audience would be exemplified by the role of a personal accountant. It is not the job of a personal accountant to tell a client exactly what (and what not) to spend money on ...
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Shamanism
Shamanism is a religious practice that involves a practitioner (shaman) interacting with what they believe to be a Spirit world (Spiritualism), spirit world through Altered state of consciousness, altered states of consciousness, such as trance. The goal of this is usually to direct Non-physical entity, spirits or Energy (esotericism), spiritual energies into the physical world for the purpose of healing, divination, or to aid human beings in some other way. Beliefs and practices categorized as "shamanic" have attracted the interest of scholars from a variety of disciplines, including anthropologists, archeologists, historians, religious studies scholars, philosophers and psychologists. Hundreds of books and Academic publishing#Scholarly paper, academic papers on the subject have been produced, with a peer-reviewed academic journal being devoted to the study of shamanism. In the 20th century, non-Indigenous Peoples, Indigenous Westerners involved in countercultural movements, ...
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Lovecraftian Horror
Lovecraftian horror, sometimes used interchangeably with "cosmic horror", is a subgenre of horror fiction and weird fiction that emphasizes the horror of the unknowable and incomprehensible more than gore or other elements of shock. It is named after American author H. P. Lovecraft (1890–1937). His work emphasizes themes of cosmic dread, forbidden and dangerous knowledge, madness, non-human influences on humanity, religion and superstition, fate and inevitability, and the risks associated with scientific discoveries, which are now associated with Lovecraftian horror as a subgenre. The cosmic themes of Lovecraftian horror can also be found in other media, notably horror films, horror games, and comics. Origin American author H. P. Lovecraft refined this style of storytelling into his own mythos that involved a set of supernatural, pre-human, and extraterrestrial elements. His work was influenced by authors such as Edgar Allan Poe, Algernon Blackwood, Ambrose Bierce, Arthur ...
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Daemon
Daimon or Daemon (Ancient Greek: , "god", "godlike", "power", "fate") originally referred to a lesser deity or guiding spirit such as the daimons of ancient Greek religion and mythology and of later Hellenistic religion and philosophy. The word is derived from Proto-Indo-European ''daimon'' "provider, divider (of fortunes or destinies)," from the root ''*da-'' "to divide". Daimons were possibly seen as the souls of men of the golden age acting as tutelary deities, according to entry at Liddell & Scott. See also daimonic: a religious, philosophical, literary and psychological concept. Description Daimons are lesser divinities or spirits, often personifications of abstract concepts, beings of the same nature as both mortals and deities, similar to ghosts, chthonic heroes, spirit guides, forces of nature, or the deities themselves (see Plato's ''Symposium''). According to Hesiod's myth, "great and powerful figures were to be honoured after death as a daimon…" A daimon is not ...
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Onyx Path Publishing
Onyx Path Publishing is a publisher of tabletop role-playing games that produces company-owned and creator-owned games as well as licensed products. History The name "The Onyx Path" and the company's logo appeared on White Wolf products and their message board in early 2012. There was some speculation about their meaning before the company went public with their plans during GenCon in August 2012. The company was founded in January 2012 by White Wolf Creative Director Richard Thomas, and is licensee for Paradox Interactive's ''World of Darkness'', ''Chronicles of Darkness'', and ''Exalted''. The company also bought the ''Trinity Universe'' and ''Scion'' gamelines from White Wolf/CCP Games. As such, Onyx Path Publishing released the titles that were previously announced by White Wolf for the 2012/2013 schedule. Onyx Path make books available through DriveThruRPG electronically (as PDF files) and physically via DriveThruRPG's print on demand service, with selected products ...
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Casus Belli (magazine)
''Casus Belli'' is a French magazine about role-playing games, published in different formats since 1980. It contains news, reviews, interviews, features, and role-playing game materials. The magazine was published by Excelsior Publications until 1999, by Arkana Press in 2000–2006, and by Casus Belli Presse in 2010–2011, and has been published by Black Book Éditions since 2011. Since 2020, it also has the online video companion ''Casus TV'', which is produced in collaboration with ''Tric Trac''. History ''Casus Belli'' has been released in different forms since 1980, originally under editor-in-chief François Marcela-Froideval and published by Excelsior Publications; for its first few issues, it was a short, black-and-white publication, before changing to a larger format printed in color. In this incarnation, it became the leading role-playing game magazine on the French market. The artists working on this edition included the cartoonist Tignous. The magazine ended publicat ...
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TSR, Inc
TSR, Inc. was an American game publishing company, best known as the original publisher of ''Dungeons & Dragons'' (''D&D''). Its earliest incarnation, Tactical Studies Rules, was founded in October 1973 by Gary Gygax and Don Kaye. Gygax had been unable to find a publisher for ''D&D'', a new type of game he and Dave Arneson were co-developing, so founded the new company with Kaye to self-publish their products. Needing financing to bring their new game to market, Gygax and Kaye brought in Brian Blume in December as an equal partner. ''Dungeons & Dragons'' is generally considered the first tabletop role-playing game (TTRPG), and established the genre. When Kaye died suddenly in 1975, the Tactical Studies Rules partnership restructured into TSR Hobbies, Inc. and accepted investment from Blume's father Melvin. With the popular ''D&D'' as its main product, TSR Hobbies became a major force in the games industry by the late 1970s. Melvin Blume eventually transferred his shares to his ...
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