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Posted By: Robert BohlArs Magica illuminated the need for social conflict resolution systems for me, but it did so only in retrospect. That is, I saw social conflict res systems, thought back to horrible and endless council arguments among the magi, and went, "Wow this is useful."
Posted By: MickBradleyYeah, even if I never play it, I think I'm going to hafta nab a copy if I can find one. And I'm getting that PDF of Covenants right now.
Posted By: lumpleyArs Magica 4th was the last conventional RPG I bought. It was exactly what I'd expected it to be, but I bought it anyway.
The section about co-GMing and troupe-style play, which should have been a fulfillment of the game's promise, instead was a bare nod: "we here at Ars Magica central understand that some people play the game in these weird ways. If you want to do that, well, good luck and don't look to us for help!"
Posted By: Jerry D. GraysonOnce characters were made and the campaign began it quickly became apparent that the game rewarded seclusion and study over any other activity.
Posted By: Paul FrickerI never met that hitch hiker again, but I'd like to shake him by the hand and say thanks.
Posted By: Hexabolic The Covenant and troupe-style play isn't really a system thing, so I'm not worried about those parts. I also agree that a social conflict resolution mechanism would be a key addition--having played through innumerable council brangles that dragged on forever.
Posted By: bartmossA player attempted to use an Item that was introduced by the main GM in one of the co GMs scenario's. Now the co GM had no idea what the item was capable of, neither at this point did the player, however the main GM who was playing this knew that the effect would essentially end the co GMs plotline.
Posted By: lumpleyMm, it's true. I learned Dogs in the Vineyard's approach to history from Ars Magica geeks, by counterexample.
Posted By: HituroI couldn't help but notice that the Magi had so much more fun than the grogs in your average scenaro
Posted By: HituroI find it interesting that no one has mentioned the magic system so far, to me it stands out far more than troupe play and covenant design, it is the finest mechanic for magic I have ever seen, not the perfect system for magic in any game, but the perfect execution of the magic in the setting, a beautiful marriage of background and mechanics.That's what I thought a few years ago, when I first found 4th edition. Now, with a few years, a dozen different games and a bit more exerience, my opinion of it is actually the opposite: It's clunky as hell for what it does, and unnecessarily so.
Posted By: Lord MinxThere are games out thre that cover much of the same ground, but manage to do so in a much less complicated and tiresome way. So while I agree that the idea is awesome, the actual execution isn't.
[snip]
but I can't use the system, and when I, the resident systems geek, can't, I know that none of my players would ever touch it.
Posted By: HituroI find it interesting that no one has mentioned the magic system so far,
it is the finest mechanic for magic I have ever seen, not the perfect system for magic in any game, but the perfect execution of the magic in the setting, a beautiful marriage of background and mechanics. I know lots of people who play Ars Magica only for the magic system (and many who consequently prefer 5th to 4th because of the better spell guidelines, or 4th to 5th because of better magic resistance :).
Also - can someone provide a game that does fun Ars-style magic goodness, and community-building goodness, and historical stuff-ness, without all that detail-y cruft? Like, people have mentioned Mortal Coil - would that work for this? Because I very much want to play an Ars Magica game without the Ars Magica rules, if that makes sense.
Posted By: bartmoss
I do think that a good social conflict system would help with a lot of the aspects of the game, I disagree with Malcolm Shepherd on the issue of "using precedent" as in my mind there are not enough of them. Even then you could use a skill like Hermetic Law and make it a part of any social conflict system - allowing those who have it to use "cite precedent" as some form of method of persuasion to win an argument.
Posted By: Chris Gardiner
I think the reason for that is that Ars M isalwayslauded for its magic system, while covenent creation, and particularly tourpe play, are largely ignored, and treated like a particularly embarrassing stain that happened quite a while ago and no-one likes to draw attention to anymore. There's some love-distribution going on.
I think the Ars M magic system certainly stands out in RPGs as an outstanding example. But, to be blunt, I think this is partly because most other magic systems in RPGs suck, and Ars M looks great by comparison. It's faintly maddening that Ars M has been widely regarded as "the best magic system in gaming" for, like, 15-20 years. And it's changed little in that time. Can it really not be improved upon? (Rhetorical question, not aimed at anyone)
As for it perfectly mixing system and setting, I'm not so sure.
I'm going to use words like "actual" and "historical", here, with regards to magic. I'm not a believer in the genuine occult power of magic - I'm just referring to those accounts, evidence, and records of magical practices from history that we can see.
Ars M Hermetic magic looks very little like actual magic from that period history, and a lot of effects that genuine magic focussed on aren't very achievable in the Ars M system. Cursing is a big one. Sure, Ars M lets you give someone boils, but if you want to curse them so their first love will have a tragic fate befall them, you're stuffed). Also blessing. Similarly, healing in Ars M is represented by a handful of simple spells, while as far as I can see, nine-tenths of historical magic was devoted to finding ornate, crazy methods of curing various ailments. There's surprisingly little spirit/demon summoning.
This isn't innately bad; a good magic system isn't one that emulates a real-world tradition, but it does create a disconnect between system and setting.
It's also a very mechancial system, with a very simple engine. The Verb/Noun thing is a genius structure for freeform magic, but the specific verbs and nouns it uses are a bit crude. They're very physical and encourage a fairly modern-minded scientific approach to magic (rather than a medieval-minded scientific one, or just a magical one). And this leads to some of the soul-breaking arguements that I presume played a part in Vincent fleeing the game's boards. They certainly scared me off.
It doesn't do a great job of catering to magical thought in general - that strange, frightening, but satisfying feeling you get when a spell disobeys the visible laws you know, but somehow makeperfect sense. The sort of magic seen in fairytales and those fantasy stories that haunt you for years.
Plus, some verb/noun combinations are problematic, or have little depth, or are kind of unintuitive (Demons and magic are the same thing, despite being different domains? Is the distinction between Rego and Muto Imagonem really useful? Vim ends up being a catch-all for all kinds of weird stuff.) There are cases where the framework butts up against its medieval cosmology awkwardly.
I think Ars M's magic system is good - hang on; I'll rephrase that: I think there's a good systemin thereclogged with a lot of detritus. But it should have inspired more game designers to go further and push in new directions. As it is, it exploded in a blaze of remarkable invention and then has sat there ever since, gathering dust, alone.
Posted By: James_NostackThe trouble with real medieval occultism is that a very large percentage of it is incomprehensible gibberish
Comparing magic systems is kind of like comparing fruit or tattoos. You can certainly talk about how well it does what it's supposed to be doing, but the idea that it should be doing something else is pretty wacky.
The game has always been open about not being about "real magic."
I also think you're conflating mythology with historical occult practice.
On the other hand, there definitely needs to be a Monster Manual for the Goetic demons.
Plus, I think the urge for a system rather misses the point. The whole idea wasn't to simulate an argument. It was to put forth an actual argument. The "Imagine, if you will, that I was t3h clever" business destroys the whole purpose of having a Code with significant in-world details.
1) Freeform (to a degree) magic. Which BLEW OUR MINDS!
2) Excellent range of downtime magical activities.
3) It established the set of rules than governed it, and stuck to them. I think some of the laws could be more interesting, and impact play more, but the principle is good.
4) Personalised magic. This is a biggie, and you see it more in the lab and character creation rules than in the magic system itself. But the ability for players to customise the rules that governed their own magus' magic was fantastic: being better at certain times of day or year, being able to craft a unique talisman, etc. Here the rules combine with character in a really nice way. I'd like to see more of this.
D&D's Tome of Magic actually uses these guys as vestiges of ancient beings you can bind into yourself to emulate their powers and myths. It's pretty cool.
Posted By: HituroI'm interested in what you think does it better.To do so, I have to point out what part of its system (or what ideas in its system) I like: Broad, freeform magic. That's it. That's what attracted me to Ars Magica, originally.
Many times that is blatant and annoying overkill that has to be ignored to make the game flow but sometimes its a lifesaver that other games just can't offer.A system that has to be ignored "many times" to make a game fun is a badly designed system, IMO.
Posted By: LordMinxA system that has to be ignored "many times" to make a game fun is a badly designed system, IMO.
Posted By: HituroLord Minx ... didn't mean to sound snarky. It is a good system for spell design, its just that sometimes its more fun (I think) to let the magic happen than worry about spell design.We'll just have to agree to disagree on this one, I'm afraid.
Posted By: Lord MinxAs I said, good system for me is one that consistently makes the game more fun, without having to be fudged or ignored. It could produce high art or the unified field theory for all I care, if using it makes a game less fun, it's not a good game system.
Posted By: HituroIt's clear and has been pretty much from the beginning. I, personally, prefer systems that I can use WHENEVER the thing they mean to cover come up. Having a spell system and then not using it for a spell, because sometimes it ruins the fun, is not something I'm looking for in a game system.
Is that more clear?
Posted By: Malcolm SheppardI think you're both mistaken. Ars players are *not* wrong to invoke crunch if they enjoy it. Crunch is not something that has an universal effect on people's enjoyment and by and large, Ars is for people who want magical crunch. It does have a good framework to let you just bullshit it out, though, to the point where people confuse it for a full game system.I think I always had a "for me" and "IMOs" in there, but yeah, I could have highlighted the fact that this is about my personal preference in systems a bit more. Ars Magica isn't "objectively bad design" (whatever that might mean.) or anything like that. It's just, sadly, designed in a way that makes it heart for me and others to use, even though we like many of its ideas.
Posted By: HituroOkay I do get what your saying there Lord Minx, and maybe it does suit me more than you, though the more I have posted on this thread the more I realised how annoyed I get with the needless intrusions of the system ... heh :) I see system as supporting play, rather than defining it, while, if I read you right, you are looking for as nearly as seamless as possible integration of system and play, where the system is always supporting you at exactly the level you are playing at?A bit yeah. Obviously, this is only something of a platonic ideal, never to be reached (or even wanted) in reall life. But I do want a system that doesn't just "fade into the background" or that's just used now and then when people feel like it. I want the system to be there and do its part of the heavy lifting too, a system that takes our input and prints out awesomeness and much and as often as possible.
Is there a system for magic that you feel gets closer to what you would like, and can that system be used for Ars Magica? People have mentioned Mage, which is certainly related and also looser. Nobilis miracles certainly have a similar feel but are again less crunchy in calculation.I'm a big fan of the Nobilis approach, with stuff like "Create", "Change"... simply being steps that are available at a certain level. I also don't mind the abstractness, quite to the contrary. Often, solid-but-abstract rules are more adaptable to what happens at the gametable while still giving a good framework for communication and creation.
Posted By: HituroSo you wouldn't object to the sort of detail the Ars Magica system uses when designing formulaic spells (which are similar in complexity to how Nobilis handles the exact costing for a gift), since they are used as preparation for play, but they are too much to encounter in the process of play?Well, first I'd argue that Gift design in Nobilis isn't nearly as complex as spell design in Ars Magica. (Less "Attributes", less special cases, less rules, more abstraction...) Not even close, IMO.
Even then I suspect it would be simple and elegant if only the details of each Form were not different!Yeah, if only they weren't different, and there wasn't that bothersome thing with levels and magnitudes, and if only they used a common scale so that Aquam 5 is as usefull as Animal 5 and they hadn't pages of rules for learning spells and found a way to neatly do Requisites and and and...
Posted By: Lord Minx*shrug*
I disagree. I want a system I don't have to ignore all the time to make a game fun. If it's built for Spell Design, but using it for that will result in unfun games often, then it's obviously a badly designed system. It doesn't matter wether it's mathematically sound, or fun to usesometimes, when a system has to be ignored when you do what it's designed to cover, then it sucks.
Posted By: Chris GardinerDoesn't allow some effects that people familiar with medieval, historical, mythical, and legendary magics
Posted By: Chris GardinerI think I made a bigger thing out of the emulation of medieval magic thing than I meant to. I don't wish Ars M used only medieval magic, I just think it:-
a) Doesn't allow some effects that people familiar with medieval, historical, mythical, and legendary magics might expect to be able to do. (A couple of the alternate systems in supplements do cater a bit for this. There's a great cursing a blessing system that lets you apply Virtues and Flaws to people, for e.g.)
b) Occasionally is at odds with its setting.
c) Tends to encourage a very modern-scientific mode of thought which can destroy a fair bit of the atmosphere and lead to some frustrating debates.
d) Is more complicated than it needs to be to achieve its effects.
To get back to troupe play a bit: for those of you that used it, how did you divide up the game and its elements. Did you just take turns, and each GM had total control for their series? Were certain locations/NPCs the province of specific GMs? Did certain GMs run adventures for certain PCs? I'm really curious as to how people used it in play.
Posted By: bartmossResponse to Malcolm Shepherd.
The problem we had with the "limited" (I know in comparison to most games there was a lot of legal precedent for use in politics) precedents set in Hermetic Law was simply that we eventually ran out of them. How many times can we argue these points, the problem for us was this. They were there, we used them and then another GM comes along and says "damn its that tired chestnut that we all know the way out of...."
1. Basing it on actual occult theory would taken a great deal of research and someone would have come along and pointed out to everyone how very wrong they were and it should have been done some other way.
I always believed the Medieval setting was a little dodgy but that was down to the fact that they were trying to make it simple. The problem with the time was it was nowhere near as unified as people think, especially Southern France as depicted in 2nd Edition.
Posted By: JuddMalcolm,
My own assertion about troupe style play isn't that it didn't work. I just would have liked different parts of Ars to have been juiced up and taken farther in each edition and what initially turned me on about the game just differs quite a bit from where the latter editions took the game.
I would've liked to have seen even more support for Troupe Style play.
Judd
Posted By: Malcolm Sheppard But troupe style play is actually pretty easy. I think there's more danger in overanalyzing it than lack of support. Like many things, I wonder if "support" is really important for totemistic, text-validating-your-play reasons instead of functional reasons.
Everyone pitched in to play grogs when their magi and companions were not present, which led to some of them building up some pretty deep personalities and histories.
This is always the big limitation of troupe play for me, players may play loads of characters but they only have one *real* character, the Magi, and invest in that what most people invest in their sole characters in other games.
No, I didn't use troupe style play because back then I didn't trust mechanics that deviated from how I was used to playing.
I didn't want to be validated but supported.
Posted By: Chris Gardiner
Could you talk a bit more about that limitation? How is it limiting? Would you be looking for something even more communal from troupe play, maybe with no characters that aren't shared? Or did having that *real* character detract from the intensity with which the others were played?