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Ars Magica - Experiences
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<blockquote data-quote="TheAuldGrump" data-source="post: 5170729" data-attributes="member: 6957"><p>Ars Magica has the best magic system for an RPG that I have ever found. Incredibly flexible, with a wonderful feel.</p><p></p><p>I ran a campaign for two years, and very much enjoyed the experience. It helps if you are familiar with mediaeval history (and one White Wolf author claims that he passed a college level history class using Ars Magica supplements as his reading material....) But the real joy is the magic.</p><p></p><p>Mages are not balanced against other characters, instead each player makes up a mage, a companion (non wizard adventurer) and a couple of grogs (sword fodder and meat shields <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> ). The group creates the 'adventuring' party out of these characters - with each player using one of their characters, and maybe having a grog as well (wizards are still kinda squishy).</p><p></p><p>Time is generally tracked in seasons, mages get experience by sitting in their labs and libraries, and are often loathe to leave their studies. (The only game where I have seen players arguing against taking their most powerful character). I have seen PCs get old and die as time passed. Covenants likewise can grow old and fade, as their mages get more involved in their own personal interests, bicker among themselves, and lord it over one another's apprentices.</p><p></p><p>Politics are often a cause for adventure, as is getting rare ingredients, or trying to get the wherewithal to keep the covenant afloat.</p><p></p><p>I may be making it sound a great deal duller than it was - we had a very good time, and the various politics within the Order of Hermes kept rising up to bite people in unexpected places. <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>The Auld Grump</p></blockquote><p></p>
[QUOTE="TheAuldGrump, post: 5170729, member: 6957"] Ars Magica has the best magic system for an RPG that I have ever found. Incredibly flexible, with a wonderful feel. I ran a campaign for two years, and very much enjoyed the experience. It helps if you are familiar with mediaeval history (and one White Wolf author claims that he passed a college level history class using Ars Magica supplements as his reading material....) But the real joy is the magic. Mages are not balanced against other characters, instead each player makes up a mage, a companion (non wizard adventurer) and a couple of grogs (sword fodder and meat shields :p ). The group creates the 'adventuring' party out of these characters - with each player using one of their characters, and maybe having a grog as well (wizards are still kinda squishy). Time is generally tracked in seasons, mages get experience by sitting in their labs and libraries, and are often loathe to leave their studies. (The only game where I have seen players arguing against taking their most powerful character). I have seen PCs get old and die as time passed. Covenants likewise can grow old and fade, as their mages get more involved in their own personal interests, bicker among themselves, and lord it over one another's apprentices. Politics are often a cause for adventure, as is getting rare ingredients, or trying to get the wherewithal to keep the covenant afloat. I may be making it sound a great deal duller than it was - we had a very good time, and the various politics within the Order of Hermes kept rising up to bite people in unexpected places. :) The Auld Grump [/QUOTE]
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