Vocenoctum said:
Right, people connected to the game defending it in such a manner will drive me further away then a bad review.
It's something like the Shadowrun 4 discussions. "We love SR/Mage, but it sucked, so we made a better one! It's not different, it's just evolved into something better!"
So, if you're a fan of the old Mage, is new Mage the game for you?
It depends on what your question means. If you want to play the old game with the new, the mechanics port over very easily, but the setting doesn't. The game's central premises can easily coexist, though, since the views of the Atlantean Diamond are not necessarily accurate.
The things that primarily sucked about the old Mage were its game systems. The Sphere system's math made powerful magic weaker than rudimentary magic, because Effect power depended on successes, and you got fewer successes for powerful spells. Going by the book, punching somebody with rank 2 telekenesis was more powerful than a rank 5 nuclear explosion.
Ascension's setting had some problems in that, more than any other WoD setting, the game focused on the political machinations of a few canon NPCs. Phil Brucato thus felt compelled to destroy a large part of the setting to free it up for PC mages. Jess Heinig and Bill Bridges then spent the next few years rebuilding the setting from the root -- PCs -- up to the "cosmic" end of things, but they had very little time for this and thus, for most of Mage's existence we had a game where you didn't know how mages dealt with each other on a day to ay basis, but you knew how they had loose sex and gryphon rides in their sky castles. Ascension was a game whose setting didn't support its core story. When Revised started to gear up to provide support for the core story, many fans were taken aback, because they were used to nonsensical, escapist fantasy with pretenses toward something important instead of a game where you did things that had real, gritty moral import.
For example, when I wrote the scenario for Manifesto, a minority were either dismayed at its supposed amorality or that it was cliched "raid the Technocracy base" thing. The trouble is that, throughout the line's history, nobody had ever actually written about raiding a Technocracy outpost. This supposed cliche had never been supported in the game, with the possible exception of parts of one very early, obscure book, Loom of Fate. The other problem was that nobody had thought to consider that violently attacking a hidden base of operations wasn't like attacking loads of Stormtroopers a la Star Wars -- that the PCs would kill otherwise decent people in pursuit of their goals. Unfortunately, the game provided no support for exploring this.
Things like this were constant problems. The game went through many hands in an odd way and even changed in its basic premise over time (which was, as I said, very much like Awakening's in 1st Ed). It didn't get a chance to explore the full import of its themes and by the time it did, the fanbase was very uncertain as to what it had in its hands.
Naturally, Awakening's design responds to this with a strong central thesis, magic tied to morality and an emphasis on the basic interpersonal dealings mages have. The current rules set and the interpersonal end f the setting (cabal, Consilium, etc.) provide a basis to play Mage as it was intended: a game where your actions have moral consequences and where the politics of small, allied groups (ulike Vampire, where Kindred aspirations are ultimately personal and the coterie is an untrustworthy ally) are paramount, and where the loftier aspects of the game (free the world from thr yoke of the Exarchs) can be approached according to what the players want.
What Awakening chiefly lacks is the emphasis on paradigm as the touchstone for a character's allegiance. This is a big shift and not necessarily a welcome one for many, but for the purposes of design it lets the line further establish what it's like to be a part of a society of occultists. It also deals with the perceived villification of technology readers walked away from. I don't agree with that simply because I thought those readers were goddamn idiots. Paradigm is there in the form of the Watchtowers, which are basically pathways to realms where a particular paradigm is dominant. But paradigm and allegiance have been totally divorced, and the goal of the Pentacle is not a jostling ground for the supremacy of a particular Watchtower, but to preserve these paths to wisdom from those who would suppress them for the sake of a political viewpoint. Of course, every order believes that they aren't doing anything wrong and it's the other guys, but that's par for the course.
Personally, after 5 years of work on the old game and 2 years on the new, I'll be using the new rules for a game that is neither Awakening nor Ascension. I'm familiar with both and very much think that aspiring to replicate a game written 13 years ago is a sign of stunted vision. But to answer your question: You're talking about a dichotomy between the two games that only exists according to smallminded rhetoric. The relationship between the two is complex. You're better off simply giving it a thorough read and thinking of the kind of game sessions you can run, instead of treating it as philosophy, fanfic and other things that are tangential to the playing of an RPG.