Tom Vasel and Eric Summerer take a look at board games, card games, and the people who design, publish, and play them. Top ten lists, Q&A, tales of horror, and more await you!
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Adam and Pooka crack open a lost treasure — Mage: The Ascension, Zero Edition, a 1993 manuscript that shaped the game’s future. They share laughs, lore, share their thoughts on what was best left behind and what is ready to drop into your game, and a few “what were they thinking?” moments, from cosmic origins to dream magic and immortal mages. Don’t be a Copernicus.
Show Notes
- Stuart Wieck’s original cosmology: The Prime, Quintessence, and Dynamic Force
- Dream magic, the Near Umbra, and Dream Lords
- Early lore links to Werewolf: The Apocalypse and Ars Magica
- The origins of Avatars (“Gift Spirits”) and Essence Families
- The role of Pure Ones and their echoes in later Mage editions
- Differences between Zero Edition and Mage: The Ascension (First Edition)
- The concept of Evolutes — the five stages of Ascension
- Technocrats as self-aware mages upholding the “cold lie of science”
- Copernicus and the cosmic betrayal that started the Ascension War
- Early versions of Quiet, Mindscapes, and the origin of Boogeymen and Dark Births
- TryItCon2: TerryCon – Online convention honoring Terry Robinson, November 8–9, 2025
350 episodes