grodog
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Treebore said:I downloaded the pdf but never read it. I almost bought Ars MAgica today, but it was because some members on the Castles and Crusades boards have come that close to persuading me.
Treebore: go for it

Treebore said:I downloaded the pdf but never read it. I almost bought Ars MAgica today, but it was because some members on the Castles and Crusades boards have come that close to persuading me.
grodog said:ArM is quite portable as a system, and doesn't have to be tied to the Mythic European setting at all. One of the most enjoyable ArM games I've played was set in the WFRP universe (we used the ArM magic system for magic, since Realms of Sorcery was still vaporware back in 1990). I've also enjoyed fantasying-up Mythic Europe from time to time, to the point of the game looking more like D&D than the traditional, rooted-in-history ME from ArM.
grodog said:That's one of the things I miss the most about 1e: 3e's quick level progression prevents development of long-term goals, long-term play considerations that come when it takes awhile for PCs to rise in level. These become more important as the PC increases in level, and conducts spell research, the creation of magic items, gathers followers, establishes a stronghold, etc., and the more wargaming/management aspect to the game comes to the fore. (Quick level progression is actually discussed in some letters in Dungeon 141 this month).
Anyway, ArM campaigns have that kind of longer-term view built into them, at the mechanics level, which can be a refreshing change of pace from the "hurry and level up to 20" that 3.x represents (if you like that kind of thing, of course).
grodog said:Treebore: go for itIt's the most elegant rpg magic system out there. It's also a great game, and draws a lot on the original "campaign level play" elements from OD&D and AD&D (as my previous post alludes to).
See, you're SUPPOSED to be so psyched that you'll go buy the newer (and truly better!) edition - or at least invest in some ArM4 pdfs. It's not fair being satisfied with lessgreywulf said:The free Ars Magica book contains everything you need to start and run a campaign from the ground up. You don't need anything else. As someone else said - it's /too/ good.
Oh, I'll second that. I rather liked 3e but many don't, and 4e was very dry. 5e blows them all out of the water. (2e and 1e were before my time.)grodog said:That's a shame, Frukathka: 3rd ArM is a rather bloated edition, which isn't the one I would want anyone to use as the basis for the game. I like the new 5th edition a lot, since it returns to many of the benefits of the 1st and 2nd editions, without the bloat and WW-universe links that permeate the 3rd edition.
If you like the premise, but the the execution of ArM 3rd/4th, you might consider checking out either 2nd edition or 5th edition, which are much cleaner games.
grodog said:I've also enjoyed fantasying-up Mythic Europe from time to time, to the point of the game looking more like D&D than the traditional, rooted-in-history ME from ArM.
I've been toying with the idea of an 'Ars Fantasia' game as well, but can't really get a good hold on what I want it to be.Shadowsmith said:That is an idea that I've been bouncing around in my head. Unfortunately for me, I like Mythic Europe - and that's been holding me back from going this route. Perhaps next year sometime I can try using Ars Magica in a more 'typical' fantasy setting.
Hmm, I don't get it. Simply space out the adventures, allowing for years to pass between them. (And handle the downtime off-game, online.)The slow pace is one of the things that my current players dislike. At this time we are only able to play about four hours ever other week. Using d20 we are able to make some progress in character power every month or so. In Ars Magica, we would be covering probably a season per year of real time.