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Game Design Masterclass: Ars Magica
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<blockquote data-quote="Arilyn" data-source="post: 8420421" data-attributes="member: 6816042"><p>There are no levels in Ars Magica. Experience points are spent to improve your abilities. There aren't really classes either, outside the broad wizards, companions and grogs (guards and servants). Wizards specialize in magical traditions which can get very political. Companions can be anything that's superior to commoners, but not spell wielding. There are lots of grogs. It's fun for players to create a pool of grogs which can be available for anyone to play. They have a more simple sheet, and don't always last too long. <img class="smilie smilie--emoji" alt="😁" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f601.png" title="Beaming face with smiling eyes :grin:" data-shortname=":grin:" loading="lazy" width="64" height="64" />A lot of players have a blast playing through grog adventures.</p><p></p><p>There are no magic slots. Spells that you have memorized take little effort and are predictable. Spells you create on the fly are much more risky to cast and can have consequences and will drain energy. </p><p></p><p>The players also create the wizard covenant and have points to create the covenant's resources. Covenants go through stages as you play, so you could play out the covenant's lifespan from small and fairly new in "Spring" to gaining strength and power in "Summer" to settling into that power and retreating somewhat in "Autumn" and then the decline in "Winter."</p><p></p><p>There are usually fairly long gaps between adventures, especially the wizards who spend a lot of time in their studies. The flavour is strongly Medieval Europe. The bestiary is especially cool because it weaves in the Medieval view of animals and monsters. </p><p></p><p>Ars Magica is an awesome game and continues to be a favourite of mine.</p></blockquote><p></p>
[QUOTE="Arilyn, post: 8420421, member: 6816042"] There are no levels in Ars Magica. Experience points are spent to improve your abilities. There aren't really classes either, outside the broad wizards, companions and grogs (guards and servants). Wizards specialize in magical traditions which can get very political. Companions can be anything that's superior to commoners, but not spell wielding. There are lots of grogs. It's fun for players to create a pool of grogs which can be available for anyone to play. They have a more simple sheet, and don't always last too long. 😁A lot of players have a blast playing through grog adventures. There are no magic slots. Spells that you have memorized take little effort and are predictable. Spells you create on the fly are much more risky to cast and can have consequences and will drain energy. The players also create the wizard covenant and have points to create the covenant's resources. Covenants go through stages as you play, so you could play out the covenant's lifespan from small and fairly new in "Spring" to gaining strength and power in "Summer" to settling into that power and retreating somewhat in "Autumn" and then the decline in "Winter." There are usually fairly long gaps between adventures, especially the wizards who spend a lot of time in their studies. The flavour is strongly Medieval Europe. The bestiary is especially cool because it weaves in the Medieval view of animals and monsters. Ars Magica is an awesome game and continues to be a favourite of mine. [/QUOTE]
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