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<blockquote data-quote="Wombat" data-source="post: 2177334" data-attributes="member: 8447"><p>AM has never really had a combat system, under any edition, that appeals to combat-players. Then again, the game is not centered around combat, per se, but rather the development of the Covenant (essentially a magical village). It is this sense of community that the rules foster that I have always enjoyed. It is also good because there is never the awkward "Why is this group together" moment, in that everyone is part of a larger organization -- the Covenant, the Order of Hermes, and Western (usually) Europe (usually). </p><p></p><p>I started with 2nd edition, and have played each subsequent edition. The magic system has been tweaked from time to time, with greater or fewer examples; I like the current version best merely for gaming self-consistency, but I have never had a problem with any of the magic rules. 3rd edition (when White Wolf published the game) was an attempt to move AM closer to the WoD line (unsurprising since half the folks who developed AM eventually formed WW); I wasn't particularly fond of all the demon references, but the rules were certainly fine. Fourth edition there was a move away from that. Fifth has one very surprising element to me -- the faeries are now tied to human imagination, rather than to nature. Still, it's easy to tweak the game a bit here and a bit there to fit something closer to an individual vision of what the game should be all about. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>A friend of mine has been working on a set of variant rules to place AM in the modern world; personally, I am trying to come up with an equivalent set of rules for setting AM in the mid-18th to early 19th century (this came about after reading <em>Jonathan Strange & Mr Norrell</em>). We'll see which of us completes our task quicker... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Wombat, post: 2177334, member: 8447"] AM has never really had a combat system, under any edition, that appeals to combat-players. Then again, the game is not centered around combat, per se, but rather the development of the Covenant (essentially a magical village). It is this sense of community that the rules foster that I have always enjoyed. It is also good because there is never the awkward "Why is this group together" moment, in that everyone is part of a larger organization -- the Covenant, the Order of Hermes, and Western (usually) Europe (usually). I started with 2nd edition, and have played each subsequent edition. The magic system has been tweaked from time to time, with greater or fewer examples; I like the current version best merely for gaming self-consistency, but I have never had a problem with any of the magic rules. 3rd edition (when White Wolf published the game) was an attempt to move AM closer to the WoD line (unsurprising since half the folks who developed AM eventually formed WW); I wasn't particularly fond of all the demon references, but the rules were certainly fine. Fourth edition there was a move away from that. Fifth has one very surprising element to me -- the faeries are now tied to human imagination, rather than to nature. Still, it's easy to tweak the game a bit here and a bit there to fit something closer to an individual vision of what the game should be all about. :) A friend of mine has been working on a set of variant rules to place AM in the modern world; personally, I am trying to come up with an equivalent set of rules for setting AM in the mid-18th to early 19th century (this came about after reading [I]Jonathan Strange & Mr Norrell[/I]). We'll see which of us completes our task quicker... ;) [/QUOTE]
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