Game Design Masterclass: Ars Magica

While there are many games with interesting and clever rules, there are few that introduce new concepts and ways to play. Ars Magica stands out as offering not one but three RPG innovations that were new to me when I first picked up the game in around 1992 in its second edition.

arsmagica.jpg

The basic setting of Ars Magica is pretty straight forward. It takes a historical view of Medieval England, but one where magic works, and those who study it gather together in remote strongholds called ‘Covenants’ for mutual protection from the manipulative nobles and easily frightened peasantry. Magic scares people, so it’s best to surround yourself with a few guards and allies so you can be left to study it in peace.

You Don't Start at First Level​

This brings us to the first aspect of the game that stands out; you don’t start at first level. Each magician in the Covenant is a player character and a skilled and experienced master or mistress of the art, with powers to reflect this. Magic is highly potent and your characters have more in common with Gandalf and Merlin than Mickey Mouse in Fantasia. Some powerful spells can control armies and summon hurricanes. No wonder people are frightened of it! While games where you are already highly skilled as player characters are no longer new (Firefly, Star Trek Adventures, Leverage, Dune, etc.) this was the first to introduce the concept to me. While it’s good to build a character, starting as—not only experienced, but highly skilled—offers a lot of opportunities, like starting your campaign in the middle where the PCs can really affect the setting.

Magic is Fluid​

Magic isn't just powerful, its also highly adaptable. This is the other element that really impressed me as well as forming the basis of the magic system in White Wolf’s Mage. In Ars Magica, your wizard character still casts spells. These are called formulaic magic and are tried and tested (and highly academic) magical rituals that can be relied on. As practiced formulas they are not only more reliable but they are also very powerful. These are the powers that tear down castles and fold space. But there is also the more improvised spontaneous spells. While this form of magic is less reliable and powerful it is highly versatile. Basically, you decide what you want to do and the Gamemaster lets you cast it as a spell using two of the fifteen magical skills. You just need to hope your skills are up to the task.

Each spell casting attempt is made using these magical skills. Five of these skills are ‘techniques’—I create, I perceive, I transform, I destroy and I control. The other ten are ‘forms’—Animals, Air, Water, the Body, Plants, Fire, Images, the Mind, Earth and ‘Magic’. So if you want someone to dance like a puppet you need to use ‘I control—Body’ if you want them to choose to dance you need ‘I control—Mind’. There isn’t a lot you can’t do with a combination of these skills, although it is almost impossible to become a master of all of them. The best option is to specialise. A healer might specialise in the Body form, a war wizard might become a master of Fire. But you can also specialise in techniques, mastering the Control or Creation of a variety of things. This all means that not only can you do some really cool and powerful things, but that everyone in the group can have a speciality and a style for their magic.

All this leads up to the most interesting innovation of Ars Magica.

Troupe-Style Play​

Troupe-style play involves every player playing several characters, using different ones at different times and for different missions. So, while everyone can create a magician who is a member of the Covenant, only one magician at a time might go out on the adventure. After all, these are usually to acquire things for their studies and few magicians have enough time for a day trip for something that isn’t useful to studies of their own.

This means that each adventure, one of the players gets to play their mage, and the others play back up characters, who might be thieves, noblemen, bodyguards, fixers or anything else they can imagine, all residents and hanger on at the Covenant. While this might seem an imposition, who gets to play the mage cycles each adventure, and the companion characters are all just as interesting. Magicians may be powerful but they are only any good with magic. They need other people with other skills to succeed in their endeavours.

This all makes Ars Magica a masterclass in using powerful characters. In the game it is all about granting the spotlight to each player, and who gets it is determined by their specialties not their power level. There is nothing to say you can’t have slightly magical characters among the companions either. Once exceptional group I lament not playing with since I moved towns had two guards who used to be elephants but were turned human as the mages needed more guards. They were perfectly human, but had a lot of trouble passing a bun shop. I played an ex-familiar as well. The same group even expanded the option for companions and guards to include the servants on the Covenant, which were entertaining enough for a trip below stairs to usually take a whole session.

This is where Ars Magica shines. It offers a wide variety of characters, each with their own speciality, to make sure that it is never a problems to not get to play your ‘main character’ but often part of the fun. Troupe style play has now seeped into several games, especially ones with powerful central characters (like Buffy) and games of ships or spacecraft with large crews (like Star Trek). While it works very well in any game, there is something about the set up of Ars Magica that resonates especially well with troupe play. It lets you populate the whole Covenant quite quickly, even down to the boy washing dishes behind the kitchen, and often gives them all a background. Your whole Covenant comes alive very quickly for everyone, as everyone has had a hand in making it. Ars Magica is not about the Gamemaster doing all the work this time, but the whole player group taking part in creating the setting and background of the game with their own characters. Even without its innovations, it’s an excellent game, but with them it is essential reading.
 

log in or register to remove this ad

Andrew Peregrine

Andrew Peregrine

Garthanos

Arcadian Knight
Well, you’ve had points build characters of high level in games like Champions previously, so I don’t think that aspect is particularly new. What Troupe style play encourages, however, is groups of mixed levels of competence and ability.
FATE encourages mixed competence by giving "story power" distinct from and in some ways inversely to other competence. You can easily play a Frodo and Aragorn side by side, and Frodo's player will be taking out towers of orcs as they argue over him because he decided that would be cool luck to swing a rescue from his sidekick..
 

log in or register to remove this ad

FATE encourages mixed competence by giving "story power" distinct from and in some ways inversely to other competence. You can easily play a Frodo and Aragorn side by side, and Frodo's player will be taking out towers of orcs as they argue over him because he decided that would be cool luck to swing a rescue from his sidekick..
I think Fate is another example of a game that serves as a nexus of ideas that you could probably cite in other antecedents, but can nevertheless be judged as a whole game package for itself.
 

I love many of the concepts in Ars Magica, and it’s long been on my bucket list of games/campaigns I dream of running someday.

But it’s a product of its times - extremely crunchy mechanically. There are whole pages of formulas for the myriad of processes you need to carry out. The sub-systems have sub-systems. And given troupe play and the complexities of even basic PC and companion actions, it’s simply not a game you can play without deep commitment and engagement by everyone involved. The presentation of 5e doesn’t help, with the tiny, tiny font and walls of text.

Which is a shame. If someone dramatically streamlined the mechanics of Ars Magica and improved the layout and usability, it would be an insta-buy for me.
I think the earlier editions are actually simpler than the later ones in a number of respects. Might be worth having a look at Ars Magica 2nd edition, on PDF at least.
 



I understand there was a draft Gumshoe game titled "Tales of the Quaesitores" or some such. But I've never seen any indication that it progressed much beyond an interesting concept.
There was, but that was when they announced the end of the 5th Edition line, which was almost a decade ago now. Not seen much sign since, which is a shame.
 

aramis erak

Legend
Ars Magica 3E was build 2 PCs: one wizard, one Custos. You "own" these. The grogs are group property. If neither your wizard nor your custos fits, you either take a grog already written or write a new one, for the adventure. 3E also assumed rotational GMing.
 

RareBreed

Adventurer
Like I say, I have met Traveller players that are adamant that they were using Troupe style play to man out large spacecraft in their games. That came out in 1977, so the idea may go way back even though it may not be in print. The same is probably true of a lot of ideas in the hobby.
Except that the Traveller rules themselves didn't enforce any notion of this style of play. There was a section on employees and hirelings in the 1977 edition of Traveller, but it specifically calls them out as NPCs. If different groups of players decided to let them be controlled as players, I would consider that more of a house rule, and not something spelled out specifically in the rules, nor even thematically part of the game setting.
One could even argue OD&D itself could have been played that way if the DM allowed roleplaying of henchmen and followers. But they are specifically spelled out as NPC's.

Regardless, I wouldn't give Troupe Style play credit solely to Ars Magica. The concept of having a much larger pool of people around the PC's has been around as long as the hobby itself, but it took Ars Magica and Living Steel to make Troupe style an official way for players to play multiple characters as well as being integral to the game setting (though I freely admit, Ars Magica is far more popular than Living Steel and more influential on the game hobby).
 

Except that the Traveller rules themselves didn't enforce any notion of this style of play. There was a section on employees and hirelings in the 1977 edition of Traveller, but it specifically calls them out as NPCs. If different groups of players decided to let them be controlled as players, I would consider that more of a house rule, and not something spelled out specifically in the rules, nor even thematically part of the game setting.
One could even argue OD&D itself could have been played that way if the DM allowed roleplaying of henchmen and followers. But they are specifically spelled out as NPC's.

Regardless, I wouldn't give Troupe Style play credit solely to Ars Magica. The concept of having a much larger pool of people around the PC's has been around as long as the hobby itself, but it took Ars Magica and Living Steel to make Troupe style an official way for players to play multiple characters as well as being integral to the game setting (though I freely admit, Ars Magica is far more popular than Living Steel and more influential on the game hobby).
As I said previously, there is nothing in print but I have gaming friends that are adamant that they played Traveller this way. The point being that ideas such as this may have been around for a long time without necessarily being ‘official’.

However, what I would say is that Traveller is a game that shines when you do play it this way with a large craft, and these days those types of rules are offered in print - the Element Cruiser box set.
 
Last edited:

ShadowDenizen

Explorer
I love many of the concepts in Ars Magica, and it’s long been on my bucket list of games/campaigns I dream of running someday.

But it’s a product of its times - extremely crunchy mechanically. There are whole pages of formulas for the myriad of processes you need to carry out. The sub-systems have sub-systems. And given troupe play and the complexities of even basic PC and companion actions, it’s simply not a game you can play without deep commitment and engagement by everyone involved. The presentation of 5e doesn’t help, with the tiny, tiny font and walls of text.

Which is a shame. If someone dramatically streamlined the mechanics of Ars Magica and improved the layout and usability, it would be an insta-buy for me.

Great assessment, and I agree 100%!
I've been a fan since ArsM 2E, and even got the chance to playtest for 5E.

Sadly, as I get older, and the time I have for gaming decreases, and I gravitate towards more rules-lite games, I find it harder and harder to get people to play this game, due to the level of comittment and learning curve. (To this day, there's no shortcuts for char-gen, or a decent online character creator, which is more than just a desire, it's almost a necessity now! [Someone please correct me if I'm wrong and missed it!])

While the setting and innovations remain amazing right up thru 5E, the magic system remains innovate and unparalleled, and they DID streamline things considerably for 5E, it's just a chore to make those intial characters, IMO, and the magi spell-casting pays for it's innovation in game-time. (Unless the Magi continually use existing rotes; when I played, the Magi always seemed to want to create their own spells on the spot, which requires quite of bit of finesse and rules knowledge.)
 

Related Articles

Remove ads

Remove ads

AD6_gamerati_skyscraper

Remove ads

Recent & Upcoming Releases

Top