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<blockquote data-quote="aramis erak" data-source="post: 9047360" data-attributes="member: 6779310"><p>I'd say Ars Magica is just about antithetical to being a "Christian" RPG.</p><p>The intended play mode is entirely about playing spellcasters, and the Christian regio is directly antithetical to wizardly or faerie magics.</p><p>The magic system isn't diabolical in focus. Going to liturgy hurts the abilities of casters (because it confers a minor blessing, both mechanically, and as a matter of the historical order of liturgy - the final act of the celebrant is the "Blessing of the Faithful." Then the deacon dismisses all, and the clergy lead the exit.).</p><p></p><p>The inclusion of True Faith is primarily to up power adversaries. Everything the wizards do is, at least through 4th ed, opposed by the church as presented in the game, and opposed by the historic 12 and 13th century Church. If one is looking for Christian morality as the basis of play, Ars Magic as a mechanical setup makes for a poor choice, as the mechanics are optimized for behaviors that are opposed by the historic church and the in-rulebook church-as-described.</p><p>Not to mention that, despite appearing to be aimed at villains, the 3rd ed supplement <em>The Maleificum</em> is very much a player supplement as well.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9047360, member: 6779310"] I'd say Ars Magica is just about antithetical to being a "Christian" RPG. The intended play mode is entirely about playing spellcasters, and the Christian regio is directly antithetical to wizardly or faerie magics. The magic system isn't diabolical in focus. Going to liturgy hurts the abilities of casters (because it confers a minor blessing, both mechanically, and as a matter of the historical order of liturgy - the final act of the celebrant is the "Blessing of the Faithful." Then the deacon dismisses all, and the clergy lead the exit.). The inclusion of True Faith is primarily to up power adversaries. Everything the wizards do is, at least through 4th ed, opposed by the church as presented in the game, and opposed by the historic 12 and 13th century Church. If one is looking for Christian morality as the basis of play, Ars Magic as a mechanical setup makes for a poor choice, as the mechanics are optimized for behaviors that are opposed by the historic church and the in-rulebook church-as-described. Not to mention that, despite appearing to be aimed at villains, the 3rd ed supplement [I]The Maleificum[/I] is very much a player supplement as well. [/QUOTE]
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