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Per Mage: The Ascension, Consensus completely stabilizes during the Apocalypse, forever taking away the ability to cast magic on Earth. I believe it officially happened in 2006; I might be wrong about the exact year but, I am certain World of Darkness ended before the current day.

I don't want to switch to Chronicles of Darkness, as I much prefer the Mage: The Ascension over Mage: The Awakening. Is there an alternative to Apocalypse or a way to continue the game that is still canon? I want to keep my game canon, if possible.

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    \$\begingroup\$ It is your game, you can do whatever you want with it… What are you asking about? \$\endgroup\$ Commented Feb 27, 2018 at 15:11
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    \$\begingroup\$ Is there an alternative to apocalypses or a way to continue the game that is not non-canon? Basically i want to keep my game canon if possible. \$\endgroup\$ Commented Feb 27, 2018 at 15:14
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    \$\begingroup\$ White Wolf isn't going to send a SWAT team to kick down your doors and force you to use the Apocalypse content. If your group & storyteller don't want to play through the Apocalypse, then the Apocalypse doesn't happen for you. \$\endgroup\$
    – Oblivious Sage
    Commented Feb 27, 2018 at 15:33
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    \$\begingroup\$ Again. I want to keep things canon and i am asking if there is a source out there that allows you to continue using magic and playing despite the apocalypse happening. \$\endgroup\$ Commented Feb 27, 2018 at 15:34

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Mage: The Ascension 20th Anniversary Edition.

The sourcebook explicitly tells that there is no "fixed" canon history, you can play as you want to (the Avatar Storm didn't happen etc.), but it does contain a set of events and circumstances that it considers "the base assumption". They give some background to the world until the publication of the book in 2015, so you could use those guidelines as canon history.

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Chronicles of Darkness is a different game line.

The "new World of Darkness" games aren't sequels to the other ones, and they don't reflect a world that exists after the Time of Judgment. If you don't want to play in that setting, there's no fictional impetus to do so.

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Even when the books came out, the end was "choose the outcome you want"

First of all, the various books about the end of the World of Darkness were always optional. They never forced anyone to play the metaplot. And they all contained multiple possible ends, at times based on what the players did.

For Mage, the book would be Ascension.1 It contains a call out to "Choose what is the outcome" in the starter, with emphasis added:

The Aftermath

What comes after the end? That’s for you to decide. White Wolf is ceasing publication of the current Mage game and its World of Darkness cousins. Something will rise from the ashes, but it won’t be the same.

You might decide that you still want to keep telling stories in this world, the one you’ve spent years in. Go right ahead. Nobody’s stopping you. You can decide for yourself what shape the world takes after Ascension. You can use years of past sourcebooks from all the World of Darkness games to build an elaborate chronicle inhabited by scheming vampires, brutal werewolves and of course, ingenious mages. Using foreknowledge from this book, you can take all of them to the brink of Ascension, and then send them off in a wholly new direction, in an altered — or hauntingly unchanged — World of Darkness.2

The book itself describes itself as a suggestion in all chapters, and makes that very clear in the "How to use this Book" area (emphasis mine):

Chapter One: Signs of the Times suggests a timeline for building up to the Grand Finale itself. You decide whether the end is Armageddon or Ascension. [...]

Chapter Two: Judgment is as close as we get to providing an “official” story with which to introduce Ascension. It delves deep into years of metaplot to hatch ancient schemes that finally come to fruition now, in the lives of your characters. [...]

Chapter Three: The Revolution Will Be Televised gives us a different version of the end, this one determined solely by the Technocracy. [...]

Chapter Four: The Earth Will Shake shows us what happens when the universe itself fights back, by throwing the biggest, raw physical fact imaginable in the faces of all willworkers — a meteor hurtling at Earth, not just in physical reality but also in the Umbra.[...]

Chapter Five: A Whimper, Not a Bang demonstrates what happens when the end of the world takes place off-stage, removed from the eyes of Sleepers and many mages. [...]

Chapter Six: Hell on Earth is the worst possible ending — it’s not Ascension at all, but Descent. [...]

Chapter Seven: Designing Ascension tells you what to do if you don’t like any of the preceding stories, or perhaps you like elements from each but want to brew your own concoction from them. Tips and techniques for building your own version of Ascension (or Armageddon) are provided, including some hints on what Storyteller characters to use and what metaplot to resurrect.3

Each of the chapters is written as either a possible way or with a huge What If... before the premise for this chapter.

The 20th-anniversary edition of the 2010s explicitly has put in multiple boxes about many of the larger metaplot-altering events that, all together, pretty much boil down to "We don't tell you what of this has happened, or if it happened at all. If you don't like it, ignore this box. Otherwise, here's a summary. It is up to you to figure out what happened, and how to incorporate it into your game. We set this revival's baseline to before the End Times, everything else is up to you."

Conclusion

If you don't like Ascension or Time of Judgement, just don't run an End-Time plot. Then it just doesn't happen. If you want to incorporate some sort of end time, let me leave you with some words from the last Final Words Mage ever had, pointing out why such a plot might be interesting:

Why is Ascension desirable? What makes it so precious that mages would suffer, kill and die for it?

[...]

[W]e muddle along, approaching our finite time on Earth with varying degrees of passion, fear, apprehension, generosity and small-mindedness. We are all tapestries composed of doubt and desire, selfishness and a higher drive. Each of us is the story of the world we know.

Yet at the same, time, all of these instincts, thoughts, emotions and relationships are contained within us. There is no escape; we have to resolve these paradoxes. When pain contradicts our desire for comfort, we search for surcease. When ignorance contradicts our need to know, we learn. That’s no different than what mages strive for. The paradoxes are different, but the motivation is the same. After each moment, their stories, like ours, move forward.

Mage is a game about these stories. Mages craft grand tales, taking the universe and weaving it on the looms of their paradigms. Ascension is not the end, it is the whole meaning of that story. Mages encounter Paradox when the bedrock of their beliefs clash with the rest of the universe. It’s a continuity problem, a strange leap that makes the story seem less authentic. It calls the meaning of the mage’s life into question.4


1 - Ascension - Time of Judgement, Stone Mountain (2004).
2 - Ascension - Time of Judgement, Stone Mountain (2004), p.16-17.
3 - Ascension - Time of Judgement, Stone Mountain (2004), p.17-18.
4 - Ascension - Time of Judgement, Stone Mountain (2004), p.219.

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First of all, I don't think there is any canon way to continue your campaign with your characters as they are. But my knowledge of the Mage rules is very limited.

This feeling comes from White Wolf's general attitude with canon being that the GM is free to ignore any part they don't like and from the fact that the New World of Darkness is not a sequel or a future version of the old one. As Jadasc says in his answer. Those two points gives White Wolf's writer no reason to allow players to do this.

However, here's a generic answer to your question :

Send the players back in time

A bit of googling about Mage and time travel does not bring any hard evidence that it is impossible. This forum makes me think that true time travel is not possible with the player's power, so they would probably need external help, but you do not need to break canon.

And throwing your characters into the past can make for very interesting stories if you let them use their knowledge of the future to their advantage or indirectly interact with their past self.

I have no experience to actually GMing those kind of game. But you should probably be ready to limit the kind of things they can do with the usual paradox.

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