Ars Magica: what's it like?

I love Ars Magica. Unlike most people in gaming, I came in through Ars Magica and not D&D. It was my first game, and the game I played the longest, for multiple campaigns.

Obviously the magic system is what gets the most praise, and it's definitely deserved. But there are other aspects of the game that thrill me as well.

Ars Magica, as a game, is "balanced" in a meta way, not in a character-by-character way. I've seen people try to play the game by "rebalancing" it on a character level, but that takes away many of the innovative strengths of the game.

First of all, the fact that grogs are played as shared characters is something that I've encountered much resistance to over the years. Many people have said to me that grogs can't have personality and are relegated to "Nameless Minion #1" status. I think this is a shame and a failing of the groups involved, not the concept. In my years of play with Ars Magica, often it was the grog characters who were most fully fleshed out, and loved by all members of the roleplaying group: everyone had played with the character over the years and each person had had the chance to invest the character with an expansion of personality. Of course, we had grog characters that never caught on, they didn't "work" with the group for whatever reason... but that happens sometimes whether the character is played by a single person or not.

When implemented correctly, troupe-style play offers many more chances to try unusual characters and to attempt things in roleplaying that just wouldn't work in your typical D&D style campaign. Especially in 3E, I've noticed that much published material is presented with the assumption that you have the properly balanced *party*, that you have the correct representation of iconic characters (fighter, cleric, magic user, rogue) and if you play a party made up of differerently than the assumed "standard" things can go very badly for you. Instead of playing with a concept that I really wanted to explore, I've found myself playing a cleric because we needed one. A party made up of a halfling rogue/fighter, a witch, a sorceror, and a pirate (beyond whatever convoluted backstory you've created to have them adventuring together) is just at a disadvantage and far more difficult to "run" and play successfully in the standard pre-published D&D mindset. Ars Magica uses troupe-style play to support and explore that kind of unusual character set-up.

In Ars Magica there is no reason to not make an obese, bookish, non-combatant wizard with an obsession for the arts if that's what you want to do. The limitations of such a character are balanced out by the fact that you're allowed to have a "companion" character (perhaps the handsome, strapping swordmaster, heir to the throne in a far-away kingdome if not for his dark secret of being cursed with lycanthropy) who gets to beat things up or run through the wilderness on rugged quests while your roly-poly, art-loving wizard waddles around the city looking for new works of art and new struggling artists to secretly sponsor. Different characters for different kinds of adventures, but all part of the same party and the larger back-drop of the covenant and the setting. No one wants to play the cleric as their primary character? No problem. Griselda the Chirugeon grog comes along on nearly every adventure, shared by everyone in the party at one point or another, her own virtues and flaws (healing touch? persecuted for witch craft? faerie blood?) coming into play as well.

::sigh:: Sorry for going on so. Ars Magica is like my first love, and I look back on it with much fondness and nostalgia. I haven't played in far too long, and I miss it. Some of the best times I ever had roleplaying were in Ars Magica.

I hope you have a chance to give it a try and that you have as much fun as I had with it.

Nicole
 

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I love Ars Magica as well. I'm hoping to start a campaign based around the creation of a covenant in Scandanavia after my current Scarred Lands campaign ends. I recommend you pick up the main book, the Wizard's Grimoire, Houses of Hermes, and if you still have money, the Mysteries.
The best part is, one person need not DM all the time with troupe style play. I'm looking forward to actually getting to play a magus once in a while.
Good luck with your campaign
 

Best magic system around...and you don't "have" to use Troupe Play...or the Seasons.

I think they enhance the experience...but still, you don't have to use them...

Cedric
 

First of all, the fact that grogs are played as shared characters is something that I've encountered much resistance to over the years. Many people have said to me that grogs can't have personality and are relegated to "Nameless Minion #1" status. I think this is a shame and a failing of the groups involved, not the concept. In my years of play with Ars Magica, often it was the grog characters who were most fully fleshed out, and loved by all members of the roleplaying group: everyone had played with the character over the years and each person had had the chance to invest the character with an expansion of personality. Of course, we had grog characters that never caught on, they didn't "work" with the group for whatever reason... but that happens sometimes whether the character is played by a single person or not.

I heartily agree that grogs are some of the most fun characters to play. In our troupe, whoever would make the grog or play him first would give him the start of a personality and jot down notes on the charater sheet and everyone would take their cue from there.

I've thought about trying to implement a troupe style D&D group. Maybe the base of operations could be some sort of adventurer's guild and everybody could make member character's and then take which ever one was appropriate for the adventure at hand.

Starman
 
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I've heard from various people that Ars Magica is the most historically-accurate RPG. What is meant by this? In what ways is it inaccurate and in what ways does it depart from history?

I am particularly interested in whether the magic system is actually based on the hermetic texts and ideas and other pre-modern understandings of natural philosophy.
 

I enjoy Ars a lot. However, you do need the "right" group of people who are willing to build a game together.

The game is enjoyable because of the player investment. If your players love creating back stories and get into your campaign world Ars could be a good match. If they are more passive and wait for the next combat - perhaps not.

Otherwise, I agree with most of the comments above.
 




Ars Magica don't claim to be historically accurate. The game is, by default, set in "Mythic Europe", and that is Europe from fairytales, not historically accurate Europe. It's probably more accurate than Vampire: Dark Ages (the game that put minarets in Constantinople just because there are minarets now in Istanbul), but otherwise...

A game is never more historically accurate than the GM, though. Playing with a clueless or a history major is different.

One big inaccuracy of the game is that hermetic philosophies started anew in the Renaissance and later. There wasn't one in the Middle-Age.
 

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