Starman
Adventurer
I got a cool idea for a D&D campaign the other day and it was inspired by Ars Magica. Ars is one of my favorite games and I also really enjoy D&D. I was wondering what a D&D campaign would look like if it took the basic gist of Ars Magica and ran with it.
In Ars Magica, stories revolve around a covenent in Mythic Europe. A covenent is a small group of mages who have gathered together for resources, protection, and companionship. At the covenent with them are companions (heroic non-magic users) and grogs (menial labor and defenders). Mages have social problems because they are more apt to stay in their lab for months on end than to socialize and their ability to wield magic (the Gift) causes people to feel uneasy around them. They also happen to be more powerful than just about anyone else.
Now, how about taking the gist of Ars Magica and turning it into a D&D campaign. Players have two characters, a mage (6th level wizard) and a companion (fighter, rogue, barbarian, or non-magical ranger variant at 3rd level). Grogs of the covenent would use NPC classes (commoner, expert, or warrior) and be 1st level. Mages have a -4 penalty to all social interactions due to the Gift. Clerics and Paladins typically view magic as evil and do not typically associate with them, though there are exceptions. Adventures would revolve around the covenent (nearby monster causes trouble in the countryside, questing for sources of magic, trouble with the divine, etc.)
I've never played this, but the idea intrigued me enough to file it away for possible use in the future. What about you? Have you ever taken the gist of another game and run it with D&D? How did it work out? Have you had ideas like this, but not had a chance to run them? Discuss!
Starman
In Ars Magica, stories revolve around a covenent in Mythic Europe. A covenent is a small group of mages who have gathered together for resources, protection, and companionship. At the covenent with them are companions (heroic non-magic users) and grogs (menial labor and defenders). Mages have social problems because they are more apt to stay in their lab for months on end than to socialize and their ability to wield magic (the Gift) causes people to feel uneasy around them. They also happen to be more powerful than just about anyone else.
Now, how about taking the gist of Ars Magica and turning it into a D&D campaign. Players have two characters, a mage (6th level wizard) and a companion (fighter, rogue, barbarian, or non-magical ranger variant at 3rd level). Grogs of the covenent would use NPC classes (commoner, expert, or warrior) and be 1st level. Mages have a -4 penalty to all social interactions due to the Gift. Clerics and Paladins typically view magic as evil and do not typically associate with them, though there are exceptions. Adventures would revolve around the covenent (nearby monster causes trouble in the countryside, questing for sources of magic, trouble with the divine, etc.)
I've never played this, but the idea intrigued me enough to file it away for possible use in the future. What about you? Have you ever taken the gist of another game and run it with D&D? How did it work out? Have you had ideas like this, but not had a chance to run them? Discuss!
Starman