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Ars Magica - Experiences
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<blockquote data-quote="Yair" data-source="post: 5171037" data-attributes="member: 10913"><p>I'm a huge ArM fun. I played a few short campaigns since, oh, about 1989 I think - but could never get a really long-term game going. And yes, I'm nearly always the DM.</p><p></p><p>I really like ArM's setting, but I don't overly like the history aspect of it - I enjoy more the mythic elements. My favored version of the setting is more like "inspired by the real world", rather than re-creating medieval life: think Clash of the Titans, The Mummy, Pirates of the Caribbean, or Spirited Away - that's more like an ArM game to my liking (a little less oomph may be needed to support a long-term game, though).</p><p></p><p>I also like that experience and aging almost make sense, and the magic system is incredibly flexible and fun to play with. Raw vis (resources your wizard needs and covets) is also fun to struggle over. However, I dislike ArM's extensive book-keeping; if I could find a way to preserve the flexibility and richness of the experience and magic system without it I would, but I can't think of a way to do that.</p><p></p><p></p><p>You had a very poor introduction to Ars Magica. This adventure didn't really introduce you to the setting, and it sounds like the DM sucked. In the standard setting wizards are usually more subtle, even though they are much more powerful, and the typical adventure heavily involves at least some medieval or earlier elements (whether they be historical or mythical - and often both).</p></blockquote><p></p>
[QUOTE="Yair, post: 5171037, member: 10913"] I'm a huge ArM fun. I played a few short campaigns since, oh, about 1989 I think - but could never get a really long-term game going. And yes, I'm nearly always the DM. I really like ArM's setting, but I don't overly like the history aspect of it - I enjoy more the mythic elements. My favored version of the setting is more like "inspired by the real world", rather than re-creating medieval life: think Clash of the Titans, The Mummy, Pirates of the Caribbean, or Spirited Away - that's more like an ArM game to my liking (a little less oomph may be needed to support a long-term game, though). I also like that experience and aging almost make sense, and the magic system is incredibly flexible and fun to play with. Raw vis (resources your wizard needs and covets) is also fun to struggle over. However, I dislike ArM's extensive book-keeping; if I could find a way to preserve the flexibility and richness of the experience and magic system without it I would, but I can't think of a way to do that. You had a very poor introduction to Ars Magica. This adventure didn't really introduce you to the setting, and it sounds like the DM sucked. In the standard setting wizards are usually more subtle, even though they are much more powerful, and the typical adventure heavily involves at least some medieval or earlier elements (whether they be historical or mythical - and often both). [/QUOTE]
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