[OOC]Gormenghast, an ArM campaign [full]

Maerdwyn said:
iliston at earthlink dot net


Thanks, Yair :) Any idea when AM5 is coming out? I'd probably just spring for the WGRE myself, but figured it would be republished as one of the first books for 5th edition.
AM5 is due to arrive at Atlas' headquarters on Nov 16, so I expect it will be available for purchase a few days later.

Surprisingly the WGRE is not listed under the AM5 release scheduale. It seems it won't be released for another year or so, if at all. Large portions, ruleswise, of the WGRE were made obsolete by The Mysteries, so it may be that it was decided not to publish it at all.
As ENWorld apparently accepts non-d20 reviews, I'll be making one.

I'll post the review and email the spells to you later tonight.

On the game front - I'll give another half a day or so for others to react before putting in another post.
 

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WGRE Review

ENWorld makes it too much of a problem to review an AM release, at least too much for me this late at night. Here is the review I have written before I realized I won't be able to post it... sigh...

The Wizard’s Grimoire Revised Edition (WGRE) is a 176 page softcover supplement for the Ars Magica Fourth Edition game. This is not a d20 or OGL game, not even close. There is soon to be a fifth edition for Ars Magica so this may be a strange time to write this review, but I thought it might help a player decide whether to purchase it and, hey, I like doing reviews.
This review will be written for those not familiar with Ars Magica, so don’t be afraid to read on. None of this will be of much use however, save for inspiration, without a copy of the Ars Magica Fourth Edition core rules (which can be downloaded for free from RPGNow.

Wikipedia said:
A Grimoire (SAMPA: [grI'mwAr]), is a book of magical knowledge written between the late-Medieval period and the 18th Century. Such books contain astrological correspondences, lists of angels and demons, directions on casting charms and spells, on mixing medicines, summoning unearthly entities, and making talismans.
The WGRE provides magical knowledge and techniques for the (faux) secret Hermetic society of wizards in 13th century Europe. It provides new spells, a comprehensive extension of faerie magic, and means to improve and specialize wizard’s laboratories, conduct original research, animate automations, and other tidbits. It also provides an extended treatment on Hermetic society itself, and such peculiarities as the makeup of medieval ink.
It is a grab-bag of items, some of them great and some not so. Instead of detailing the exact makeup of the work, let me linger on some highlights.

The book opens with 9 “missives”, in-character speeches or letters that present “contemporary” views on the burning-issues amongst magi [wizards in ArM-speak] – such as the proper way to see the Church, issues of the power of secrets vs. the power of sharing knowledge, and so on. An excellent way to get into the setting. It follows through with an excellent depiction of politics in Hermetic society, and its legal procedures and customs. The information on legalities, etiquette, and customs is excellent, and provides a wonderful base to build a political campaign or adventure on.
The work also details rules for specializing laboratories, making each unique valuable, while providing a better understanding of what the lab work entails. Rules are also provided for conducting research to do what is generally impossible under AM rules, such as bringing the dead to life or escaping death – rules that encourage roleplaying and adventure, not just lab work. An extended table of Form and Effect bonuses also adds variety in choosing materials and shapes for magic items.
It also provides an excellent primer to bookcrafting in the middle ages, complete with a system of physical book quality for those interested in more versimilitude at the expense of bookkeeping. Rules for apparent aging and a clarification of rules on Magic Resistance and Ritual Magic are also good sections.

There are many flaws to the WGRE. I particularly disliked the Archetypes chapter, which I consider mostly filler and some of them just plain inconsistent with the setting. The Faerie Magic system it presents is unbalanced and munchkin. The rules on creating automatons or magic items with skills best be forgotten, and the new types of books presented are a munchikn’s wet dream, catapulting the characters into heretofore unknown levels of power. Many of the virtues and flaws [feats, kind-of] are simply not usable without the books they refer to, and superfluous with them. And I can go on.

But for the most part, the WGRE is just a mixed bag. Take the new spells, for example. Beautiful as the Day is Long is a first-magnitude faerie spell that makes the target beautiful until sunrise, and then ugly until the sunset. Lovely. Compare with Fart of the Stentorous Bugle, a spell that needs no explanation, and you should get a sniff of the problem. Or Encase in Ice, a (very!) low-level save-or-die spell with a difficult save, or Revenge of the Slaughtered Lamb, that awakens a cooked corpse to mete vengeance upon the dinner party. Arrggh. Yet also, spells like Blessing of Anateus’ Fortitude (gain the “fortitude of a megalith” as long as you touch ground) or The Traitorous Hand (making the target attack itself) are excellent. A mixed bag.

The book contains a lot of options and additions, and I won’t detail them all. The most valuable, for me, were the political and legalese information, the laboratory specialization rules, some of the new virtues and flaws and spells, some ideas on faerie magic and spells, rules for apparent aging, the extended Form and Effect table, and the original research rules. The magic items and faerie familiars looked usable too.

The price tag says 22.95$. Is it worth it?
Well, setting 5th edition issues aside, I think this book is a valuable addition to an AM game. It presents several good ideas, both in the realm of the setting (politics) and of the crunch (Form & Effect example: virgin sacrifice for +6 to summon demon…. Errg… maybe this particular crunchy bit is better left as flavor). It has to be taken with a grain of salt, though – nothing can be entered without letting the group consider it, as many things are not balanced or well thought out. Whether or not it is worth the money, is a question of budget more than anything else.

Final Socre: 2 (Poor). Useful, but too much is sub-par to be worthy of being average.
 

Regarding the Code and Ambrosius

I would like to clarify how I view some things, OOC.
* Seeking out another magus's residence is not a violation of the Code. When you seek someone in good faith, whether to communicate with him or for any other reason, it is generally seen as a reasonable goal that shouldn't be punished. (Not to spy on him or locate the source of his powers or so on - that's using magic to spy on members of the Order, and is strictly against the Code.)
The code itself does not grant immunity to being sought. It does allow one to wage Wizard's War on the matter, but it is likely someone who does so will incur some hostility. Imagine if a magus was to wizard war a Redcap for delivering a message! Add to that the strong tradition of Trianoma visting the Founders, and the value the Order places on communications in general. Overall, the Order will not accept such a complete misantropy to other members of the Order.

* Breaking into another's lab/sanctum is again trying to spy on members of the order, or take their power, by assumption. Unless of course they are dead or gone to final twilight.
You can seek out a magus, but if he doesn't want to even go out of his sanctum to see you, you're out of luck. And if you pester him outside of his sanctum, you are likely to get fined.

* The etiquette of Gormenghast prohibits disturbing magi. There is no actual Custom to this affect, Custom (as opposed to custom) is a set of rulings and as such always specific. There are lots of rulings punishing (often by fine) magi for disturbing the privacy of their betters, but there is no such general rule.

* The council ruled that Andereine's proposal was denied. It also ruled in favor of a proposal forbidding Andereine from visiting Rostov. It did not rule others cannot travel to Rostov, or seek Ambrosius out. A reading of the council's transcripts will certainly attest to that intention, of course.
 

Gregory is a shield-grog, Protecting Magi For Generations(TM)!, with unnaturaly fast reflexes that has a sixth sense for trouble. Grisha is a seasoned travel guide.

These are in response for Roy asking for gorgs. I'll whip up some more, eventually.

Have fun now!
 

Attachments



Ghostknight said:
Hmm, what shall I do while the others are away then?
Play a companion or other character that joined the others in their journey? Or someone they meet there.
If you meant "I" as in Diamon, I believe he has some browsing and, hopefully, reading to do.

If you don't like to join as a non-magus character, I suppose I can arrange for a solo adventure concurrently. But I rather not.

Yair
 

Yair said:
Play a companion or other character that joined the others in their journey? Or someone they meet there.
If you meant "I" as in Diamon, I believe he has some browsing and, hopefully, reading to do.

Well Diomon will be studying- if there is anything decent in that library! the last lot of books were way too underpowered for him.

Yair said:
If you don't like to join as a non-magus character, I suppose I can arrange for a solo adventure concurrently. But I rather not.

Thats fine. just let me now who to play and I'll jump in.
 

Ghostknight said:
Thats fine. just let me now who to play and I'll jump in.
Play whomever you want to - invent a companion, or whatever. Maybe Niko, somehow? You have free reign.

I am leaving home right now for the weekend, but I hope to be able to make a post tomorrow. If not, then by Saturday.
 
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If you folks are still looking for a player, I'd be glad to join in. I haven't played Ars Magica before, so don't hesitate to say no if that's a problem.

As far as characters go, I've got a here are my ideas:

Magi: Etienne the quiet, an ex miscellanea mage from paris who specializes in elemental spells (and being too quiet for his own good)

Companion: Chen the Oriental (aka Michel the scoundrel), also from paris, is a charlatan who makes his coin by pretending to be from far-off lands, and who has traveled east with etienne to gormenghast.
 

arscott said:
If you folks are still looking for a player, I'd be glad to join in. I haven't played Ars Magica before, so don't hesitate to say no if that's a problem.

As far as characters go, I've got a here are my ideas:

Magi: Etienne the quiet, an ex miscellanea mage from paris who specializes in elemental spells (and being too quiet for his own good)

Companion: Chen the Oriental (aka Michel the scoundrel), also from paris, is a charlatan who makes his coin by pretending to be from far-off lands, and who has traveled east with etienne to gormenghast.
There is certianly room. Welcome aboard.
As for rules, well we stick pretty close to ArM4. If you need any assistance or advice in constructing characters, feel free to ask. If you want we can walk you through things, or even build it wholecloth like I did for Strahd - delve into the rules as much or as little as you want to. If you want to incorporate information from another sourcebook, or develop our own ideas on how to implement a character concept, that's fine too.

Your magi character seems fine (we seem to have a lot of Frenchmen!), but I'd suggest not being too quiet. In a PbP game, if he won't say/do much, not much is left...
As for the companion, personally I prefer to create Companions that are different from my magi, perhaps even associated with another's, so that I can use my companion when my magus is not participating in the adventure (for example: Ghostknight's companion Niko will be more difficult to enter into the current adventure as his friend (the magus Diamon) is not participating in it).

This is just my opinion here, so take it for what it is.
 

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