Ars Magica: what's it like?

Olive

Explorer
Hi all,

I've been thinking about picking up Ars Magica lately. It sounds cool, and people have raved about it. I own the Iberian Tribunal book as a world info sourcebook, but I was wondering if anyone had any opinions on the game.

I was also wondering if someone could describe the rule system etc. to me. I know it has traits/flaws but what else.

Thanks in advance.
 

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Check out this <a href="http://redcap.org/FAQ/FAQ.html">Ars Magica FAQ</a>, which seems pretty solid (at least based on my limited contact with the game).

The biggest difference between AM and most other games is troupe play: every player runs a powerful magus and one or more grogs. Grogs are support characters, less powerful than magi but also interesting in their own right.

The magic system gets touted as being very good. From what I remember of reading it years ago, it seemed interesting; I've never actually played AM, though.

AM has been through several publishers -- Lion Rampant, Atlas Games, White Wolf, Wizards of the Coast and Atlas Games -- so there may be differences between the various versions of the rules and sourcebooks. I have no idea which ones are regarded as "better," if any.

Hopefully this was more helpful than vague. ;)
 

thanks, seems like a good FAQ.

The 4th edition is on sale at my LGS (they're not super friendly) for about US$10 off, so I might pick it up there...

Anyone who hates the game?

Eidt: oh yeah, I i was to get into this, which books would eb considered 'essential'?
 
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I love Ars Magica. It's got the best magic system around and the whole game has a very unique feel.

Essential books:
Core book (duh)
Wizard's Grimoire Revised Edition (has a lot more spells and more details for labs and such)
Houses of Hermes

Other possible books:
The Mysteries - some swear by it, I didn't find it that appealing. It makes magic "more realistic" (in terms of what people actually belived) and gives example secret societies
Ordo Nobilis - has some alternate combat rules and details on the upper class of society. Good book but not essential

Pick it up. Enjoy it. Beware however, they are looking to do a 5th edition (supposed to be available by the end of next year).

Starman

Edited to add Houses of Hermes to the essential list.
 
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The rules system is very simple regarding anything not involving magic, which is very good since it does not detract from the focus of the game. Checks mostly use a single d10 roll plus modifiers, the higher the better. There are no classes or levels, so characters are defined completely by their ability scores, skills, and advantages/disadvantages.

The magic system is relatively free form. Mages learn techniques (change, create, destroy, etc.) and forms (earth, body, magic, etc.), which are called by their Latin names. These allow you to attempt any kind of magical manipulation, although you need to learn formulaic spells to accomplish really powerful magic. This is very interesting to play and kept "balanced" mostly by the fact that all major PCs are wizards.

The style of play differs somewhat from D&D as the players are supposed to run a covenant of mages, including minor characters. So everybody creates multiple PCs, including mundane characters, and plays a different one in each story. This is a good thing, since real advances in magical power are only possible if you study for several seasons. So while the mages themselves may be busy in the lab, their underlings are sent on various errands. This also makes it easier to take turns being GM, which is the suggested mode for the game.

However, so far I have played in a more traditional adventuring campaign, with a group of mages searching for a place to set up a covenant. So I can't tell you much about how the above works out.

Overall, Ars Magica is a solid system, well suited for its purpose. My biggest gripe with the game would be that the rule book (4th edition by Atlas Games) is not well structured, IMO. I.e., it is somewhat hard to locate a specific rule quickly. Since we don't mind if your GM makes rulings "on the fly", this is not a big problem. Still, I sometimes feel that part of the rules is "dead weight", since we never use them.
 

Ars Magica is pretty decent, but kind of involved. It takes a lot of long term planning to get the most out of the game, and is best for people who want to role-play political/character issues out. The magic system is great, and if you like making up your own effects is quite geared towards that. Most magus characters' time between story is spent doing just that. The opportunity to play multiple characters is pretty interesting. Generally you will create a single magus character, and a few other more minor characters. If your magus is busy during a story, it is easy to pull out another character and play someone else.

I think it is best to start with someone who is experienced with the game, for two reasons. First, the terminology and world is pretty obscure. I'm pretty new to the game and I had a hard time with this. There is a lot of time between stories where your character is supposed to be doing something, but you're never really sure what it is. Someone who is experienced with the system is really helpful to give ideas to fill in this time. Secondly, the main rulebook (at least the 4th ed.) is atrocious, as it is horribly laid out and vague at exactly the wrong times.

If there was one book that is important besides the main rulebook, it would be Ordo Nobilis, as it fills in some of the blanks in the world and also fixes the crappy combat system.


In a nutshell: Great magic system, excellent long term play, not for combat oriented groups, players must be willing to tweak the system.
 

I've played and Gm'ed it several times; I think it's a very good game.

The basics: you play a wizard, and probably one or two other characters. Wizards are distrusted by the populace in general, the Church and nobility especially. Each wizard belongs to a House, which is like a magical tradition. House Ex Miscelleny (sp) is the 'house' for everything that doesn't fit in the Hermetic structure. House Criamon, for example, emphasizes mental magic. House Beorner emphasizes shapeshifting magic. Wizards live in Covenants, a fortress-like dwelling usually located near a source of magical essense.

Magic is accomplished by combining two elements, such as Move and Water, or Create and Mind. There are plenty of spells detailed for each type; spells can be prepared, or they can be cast spontaneously (usually at a lower effect).

The #1 essencial sourcebook is Houses of Hermes; it has expanded info on all the different Houses (read: theories and schools of magic) in Europe. Wizards Grimoire might be a good buy; the major benifit from it are more templates, more PC options and a new Faerie Magic system

This free download from their site has a good overview of the rules; you should be able to play the scenario without the rulebooks. There is a summary of the magic rules in the back.
 
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D'oh, I forgot about Houses of Hermes. That's definitely an essential book since the core book is painfully lacking in detail on the Order.

Starman
 

Olive said:
Anyone who hates the game?

No. It just ain't physically possible to dislike this game. It would be a blasphemy against the natural order. Worship Ars Magica.


Seriously, though, it's an excellent game and the only thing I regret about it is that I can't play it more. The combat system is a bit cumbersome, but who care, we play it for magic, and for hermetic and hermeto-mundane intrigues, not for combat.
 

I think Ars Magica's model of play leaves something to desire, and I suspect that it's the main reason why it doesn't seem to get played much, despite the praise heaped upon it.

It's basically "Sim Covenant", which doesn't seem to be a particularly compelling theme driving the game, as opposed to, say, the models of play behind games such as D&D, Shadowrun, Call of Cthulhu, Cyberpunk 2020, Paranoia or Vampire: The Masquerade. That's just my opinion, though.
 

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