I have been a sucker for Mage: The Awakening since the 2000s. Its setting, cosmology (e.g. the Supernal Realms), factions (particularly the Seers as antagonists), and magic (the ten Arcana) appeal to me far more than Ascension's.However, I am not a fan of its mechanics, whether 1e or 2e.I have tried GMing some fan-made conversions, such as an Urban Shadows (PbtA) hack, and a Fate Core/Accelerated hack. They were... okay, though the Arcana felt a little same-y (as expected from a rules-lite narrative conversion, for good or for ill). For example, both times, there were few ways of capturing how the Fate Arcanum is a jack-of-all-trades that can do a little bit of anything (especially mundane actions), but nowhere as effectively as other Arcana in their specialty.Eric Zawadzki's Black Vans for Deviant: The Renegades has a full chapter for conversion rules. They let someone play a Beast, a changeling, a demon, a Sin-Eater, a hunter, a mummy, a Promethean, a vampire, a werewolf, or, yes, a mage using only the Deviant: The Renegade rules. This includes spellcasting using the ten Arcana. In theory, it would be possible to run a Mage: The Awakening game using these Deviant rules.Have any other alternatives presented themselves by this point, in the big '26? Ideally, I would want something that can capture the five Paths and the ten Arcana.
Major Update: I have gotten in touch with someone who is working on a total conversion of Mage: The Awakening to Pathfinder 2e, including the five Paths, all ten Arcana, and all of the Practices. They have already shared a few pages (not for public viewing quite yet), and I think it looks promising. They say they will be ready to present a first draft by some time next week.
>>97992709There's GURPS Mage: The Ascension for GURPS 3E.Never played either a White Wolf or GURPS game myself, but I've only ever heard positive things about the conversion.