Start Here

Start Here

Whether you’re discovering Mage for the first time or returning after years away, Mage: The Podcast is your guide to one of tabletop gaming’s richest and most rewarding settings.

Tower of Babel

Tower of Babel

We climb John H. Steele’s Tower of Babel, a Mage novel full of creators, characters, conspiracies, and reality getting mighty leaky around the edges. It’s metafiction, Technocracy trouble, dream-tower theology, and one poor writer learning that when your fiction talks back, maybe don’t answer after drinking.

Crossover: Rokea in Mage

Crossover: Rokea in Mage

Adam swims with the sharks to bring you information and ideas to help you add the Rokea, the shape shifting sharks of the World of Darkness, to your games. What are the Kahu hiding? What lies at the bottom of ocean trenches? Why don’t sharks floss? Tune in and find out.

Paradigm Shift: Stygian Library

Paradigm Shift: Stygian Library

Adam talks about Emmy Allen’s Stygian Library, the library that doesn’t end. Will your players find the knowledge they’re looking for? Can they evade the mysterious librarians and their super computer? The sister volume to Gardens of Ynn is full of ideas that may find a place in your Mage games. Just watch out for the ink blots. They stain.

Such Pain

Such Pain

Pooka and Lee discuss Such Pain, the first Mage novel published in 1995.  Can novel-length stories help you envision the world of Mage?  Did the author hit it out of the park with this one?  Hear Pooka and Lee’s review of the book.  Their commentary highlights how the World of Darkness was a little different during Mage’s first edition.

Storytelling Tools for Mage: The Ascension

Mage is rich, strange, philosophical, contradictory, and occasionally overwhelming. That is part of its charm. It is also why a Storyteller can sit down with the core book, stare at hundreds of pages of brilliant material, and wonder: “Okay. But what do I actually run on Friday?”

Storytelling Tools help bridge the gap between big ideas and table play.

They turn themes into sessions. They turn factions into conflicts. They turn character beliefs into drama. They turn “reality is negotiable” into something your players can actually experience.