PbP Ars Magica- Recruiting [Closed] - covenant/character design on the go!

Well changing the thread title seems to have worked :)

so far we have had the following express interest

Identity Crisis
Someone
taitzu52
Michael Tree
Nac Mac Feegle
Steve Gorak
Kajamba Lion

So, if everybody is happy we can call that the group (and let natural attrition wittle it down or hopefully this will go big TIME)

I will open an RG thread for Characters and we can continue to discuss covenant ideas in here.

Any comments on the above?

In terms of the rules - I am planning on sticking to the core 4th edition book- while I have a couple of suplements for 3rd ed I haven't been able to get the 4th edition supplements (and finances are stopping the purchase of them off RPGNow). If someone else want s to be Narrator and user the broader materials- fine by me :)
 

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Someone said:
We should make the covenant before characters, or at least decide place and year.

Great idea. Also, we should establish how many magus' and how many mundanes we should be creating. Does anyone have any opinions on the system's liberal guidelines of playng multiple characters off and on?

Also, I have a lot of the old AM material if you need something. Make a wish list and I'll let you know. Unfortunately, I'm a little to overbooked to be able to do much running at this time. Maybe as things progress, I'll be able to.

So...setting ideas anyone? I'm always partial to a "Name of the Rose" type cloister. Big, stone, remote, and mazelike. But let's not let that get in the way of our intrugues. What else are we working with?

Cheers!
TZ
 

I'm open to any place and any year, as I've never played before. If anyone has suggestions, I might be a little bit more helpful, but right now, I'm wide open to anything.

Best,
Nick
 

taitzu52 said:
Great idea. Also, we should establish how many magus' and how many mundanes we should be creating. Does anyone have any opinions on the system's liberal guidelines of playng multiple characters off and on?

I always (that´s not saying a lot, but...) played in a single story either with the magus or the consort, and everyone can play the grogs.

So...setting ideas anyone? I'm always partial to a "Name of the Rose" type cloister. Big, stone, remote, and mazelike. But let's not let that get in the way of our intrugues. What else are we working with?

Cheers!
TZ

We already threw in some suggestions... I´m partial to more "mundane" sagas, where the magi are the main supernatural influence -but not the only one, of course- and there´s floating the idea that all the magi in the covenant would be wizards distrusted or not wanted, for some reason (Infamous master, disdain for rules, strong ties with temporal powers, obsession with some impossible magical task like creating true life, comes from a very rigid and conservative covenant, whatever) that have gathered to get some freedom from the Order of Hermes. That would mean that the covenant wouln´t be so big, unless we find an excuse. (I can think on several right now. :)) The theme of the campaing would be the struggle of the covenant while it tries to affirm its independence and right to exist.

I don´t want to go deeper in that way without knowing if you all like that, if you could prefer another thing, or hear another ideas.
 

Hey everybody!

So, I'm glad that I made it to the list. I'm a 100% new to AM, so I can't really give my opinion for the starting year and starting details like that.

I've gone throught the free AM document, and I think I got the basics down. I will need some help during character creation though.

So, I'll wait till we have a better idea where we're going, before I start creating my character.

Cheers,

SG
 

Well, I'm open to suggestions. generally in sagas I have played previously each player created their mage, consort, and then a handful of grogs (take the number in the covenant and at each session everyone would have detailed a few more to add to the detailed pile- generally start with those most likely to be interacting with the mages (turb sergeant, guards, drivers, witers, cooks) and then move outwards- beggars at the covenant, children, the goatherders etc.

I am happy to do the covenant before characters, I have generally done it the other way round.

For: Players create a more directed group of magi
Against: Players choices more limited (hey- no point having a nature loving character, or hermit consortis in a city game) Of course if everyone has agreed on what is to be played then this is not an issue.

In terms of place and year- Well, we could have a covenant in the South of France circa the late 12th century, getting mixed up in the Cather heresy (the covenant is located near to the fortress that they finally tried to defend themselves in- hey, maybe it was something the magi did that caused them to suddenly give up and willingly burn!)
 

Damn another good looking game I've missed.
I've never played Ars Magica but downloaded the Pdf when it went free and it looks fun

So um if I can be squeezed in anywhere I'd be grateful...
 


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