Talk Ars Magica with me

Olive

Explorer
So I borrowed the AM 4ed book rom a friend yesterday. It's really interesting, and would lend itself to a very different game that DnD, but I'm a bit confused by a few things.

How many characters is each player supposed to run? one magus, a companion or two and a handful of grogs? Or what?

And how does this multiple story teller thing work?

Anyone have any interesting AM stories to share?
 

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Lots of people do things a bit differently. Here's how it worked best for me: Each player creates their own magus. Whenever the magus is "on screen", that player controls the magus. Each player also creates a companion, which is designed to be an interesting match up to someone else's magus. Each magus gets their own companion. The companion is generally played by the person who created them, as long as that person's magus is not also "on screen" at the same time. If they are, another player takes over playing the companion for the time being. Lastly, the grogs are owned communally, and whoever is not playing a companion or a magus plays the role of whichever grog is important to the story at the moment.

This is not an "adventuring party"... they don't all travel together. In fact, the magi would often prefer to stay home and study rather than deal with adventures and the outside world. By having a "pool" of characters, players always have someone to play, even if their main PC (the magus) is busy elsewhere.

As for multiple story-tellers, I didn't use that much, but when I've seen it the GM chair generally rotated based on what the particular problem to be solved was. For example, two GMs might be running simultaneous adventures with separate groups of PCs, or one might take over from the other when the magi had finished the previous adventure and returned home, only to find some new challenge waiting for them.

. . . . . . . -- Eric

PS -- http://www.atlas-games.com/arsmagica/free/index.html
 
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Traditionaly...(as much is there any tradition in Ars Magica)

Each player creates a "Primary" Character. Usualy a Mage or similar type of power character (Fay or some other options are available) Then the player will create a "Companion" character that would be a bit more of an adventure type. In the Saga's that I have been in, we usualy discouraged having direct ties between a player's Magus and Companion.

Grogs are for fun. Make a lot and just play them. Give them each a quirk. I remember have a good time just playing a handful of grogs (neither my Magus or Companion was needed) and have a good time. Grogs get all the action.

As for the Mutiple Story-teller. Did that a few times with great success. It does require much trust between the players. Each time, someone was designated the Alpha Storyteller and had final veto on any subject. However, over time each of us had our own little part of the world that we had designed and controled.

A Good Multi-Storyteller, multi-character Ars Saga is unlike any other Role Playing experience, and I long for getting back in to one. But it is far from easy to set up and takes lots of luck with players.

-The Luddite
 

Here's how it's worked the the campaigns that I have been involved with.

First thing. Make the covenant:
In Ars, the covenant is the main character of the saga, so it's pretty key that you have all the basics fleshed out in advance. The covenant rules in the 4th ed book will get you started.

Second. Make characters:
Everyone makes a Magus:
As has been said above, you will not always be playing your Magus. They will often be in the lab studying books, researching new spells, creating magic items or investigating something.

Everone makes a Companion:
The important thing to get your head around here is that these characters are companions to the covenant, not your magus. They will be the skilled normals (or not so normal as the case may be) who, for whatever, reason have allied themselves with the covenant. They often end up representing the covenant's interests to the outside world (remember that most magi have a disturbing aura and don't get along well with mundanes). Also keep in mind that your magus and your companion characters will pretty much never be "on screen" at the same time.

Every one makes a number of Grogs:
Grogs are the support staff of the covenant.
Make a couple grogs and give each one an easily identifiable quirk or roleplaying handle. Everyone will end up running these characters, so paint them with large bold strokes. One memorable grog from a previous saga had the delusion that his shield was magical. He went out of his way to interpose it between magi and danger. He carefully polished it, and even spoke to it (the fact that everyone seemed to make amazing defense rolls with that character was just an amusing twist of luck). Now whenever anyone picked up that character they had a handle on how to play him.
Unlike companions, each Magus has a "Shield Grog", this is a warrior who is a personal bodyguard for that particular Magus. This grog's duty is to interpose themself between the Magus and danger (giving the Magus time to cast spells). In our campaigns the player of the magus usually creates and runs his own shield grog.
Also, with grogs, keep in mind that they don't just have to be spear carriers and shield holders. You can have the sneaky grog scout, the grog chiurge (medic), etc. Grogs can even fill roles like cook, senechal, stable boy, or even librarian. We had a librarian grog in one saga that was super protective of his books ("those high-falutin' magi can never be expected to show the proper respect to a book! Always leaving them open and spilling various foul concotions in them! Deplorable!").

So in play here's how it's worked for us. First we decide which one (or posiblly two) Magi are best suited to the task at hand. Are they going to talk to the fey? Well then you would obviously send the Merinita Maga. Are they going to deal with that pesky bishop? Send the Jerbiton. Going down into an abandoned silver mine? Well the Terram expert would probably be a likely candidate.
As far as companions and grogs go, you have a choice. You can either have every other player run their companion and then spread the grogs out evenly amongst the players. Or you can have one person run all the grogs and have the remainder run their companion characters. It really makes no difference and you will find whatever combination works best for your group.

As far as multiple GMs go, it can be tricky. What we have found to work is to have an Alpha Storyguide (they will set up the basics and have some over arching story ideas), and then have the other people pick a realm to deal with. One person can run fey related stuff, one can run the nobilty, one can run the church, etc. Make sure that if you have a Merinita Magus (fey mage) that they are not the ones running the Fey, likewise if you have a Jerbiton, do not let them run the nobility. Like others have said, this takes a level of trust and the ability to let go and let the other storyguides go where they want, but over-all a good Ars Magica saga is a wonderous thing!
 
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AM is an amazing game, but it is very, very different from D&D. While there is adventuring, many of the "adventures" take place over the span of years, rather than a couple of sessions. People you did wrong (or right) by in the far past might suddenly reappear to help you (or hinder you, depending on the situation).

Two major differences between AM and D&D are touched on here: Time & Community.

The first deals with the passage of time. D&D tends to (not 100%, but tendency) deal with immediate activities and immediate consequences. There is little sense of the passage of time built into the D&D and certainly the only mortality you have to worry about, realistically, is in combat. AM, conversely, deals in terms of Seasons and Years; it is quite possible to have a character retire and even die of old age, rather than to fall in combat. My first AM campaign lasted 5 real years and over 45 game years -- while some of the original magi were still quite vigorous, none of the original grogs were still in play. OTOH, several of their children and grandchildren were.

The other difference is the sense of community. D&D is about a band of adventurers. Sometimes they become lords of their own demains or suchlike, but still the emphasis is on specific individual characters. In AM the ultimate focus is on the Covenant as a whole, the magical community you create. Characters come and go, die, retire, fade into the background, but the "character" of the Covenant remains and grows, gaining and losing resources, friends & allies, enemies and adversaries, in its own right. Newer characters find themselves suddenly asked to shoulder enemies far greater than they are themselves, because of something the Covenant as a group did in the past.

Another interesting aspect of the game is the ability to play it many different ways simultaneously. It is rare that any given session would have everyone bring their magus along. More importantly, it is possible to run games with no magi, even with no companions -- I have run some great Grog-Only adventures that are not so earthshattering in nature, and are a lot of plain, simple fun. One session of the game might well be political intriguing at a Tribunal meeting, followed by a session involving driving a demon out of the land, followed by another one where a troup of grogs drive off bandits, followed by another one in which the group must, individually or collectively, sweet-talk a local lord into giving a trade benefit to the Covenant. Sometimes you play multiple characters in a session; sometimes you only play one. But even if your character is not involved in the session, s/he is probably doing something "Back Home", such as creating a magical item for the Covenant, sowing crops, copying texts, researching new spells, or whatnot.

If ever you wish to discuss the game, feel free to contact me off-board. I have been involved in the game, both as a gamer and as a playtester, for several years now. :)
 

Thanks for the advice guys. I was wondering: how many players do you think are needed to play Ars Magica. Could two be fun?
 

Something I especially like with Ars Magica is the grogs. They are little characters in importance, but they are plentiful and you may play any. We take advantage of this to always create a handful of them that are there for fun -- characters that would be unplayable in the long run, but you don't play them in the long run. It also permit to use more character concepts than in most other campaign style -- the only rival for that aspects are good ol' hack'n'slash games where PCs are killed everyday and you immediately roll up a new victim for the Dungeon of Doom.
 

Olive said:
Thanks for the advice guys. I was wondering: how many players do you think are needed to play Ars Magica. Could two be fun?

Two in a troupe is doable, but each player would be taking on a big chunk of the reffing burden and unless you were happy with having a bunch of NPC magi around (more legwork) then you won't be running an especially vibrant or diverse covenant (the assumption in the rules is six magi for a player covenant).

If your question was actually GM plus two players (a three player troupe) then things are a little better but still somewhat narrow for character diversity (unless you bulk up with NPCs).

The campaign I ran for a bunch of years started with me and five others and got up to as many as me and eight others. A nine player troupe was a nightmare to schedule games for however - I think the sweet spot is probably five or six in a group.

Regards
Luke
 

I watched a one-on-one "campaign" of AM for a bit -- on Storyguide, one Player. It was odd, but rather interesting -- very different take on the game :D

I know of several two-player games out there. I also heard of (but did not play in) a game with three Storyguides (the position rotated between them -- each had some of the "secrets" of the world) and **gasp** 18 players **close gasp**.

No, the entire group never met at any given time (except, I believe, for a couple of chatrooms...).

They seemed to enjoy the chaos ;)

My best games, like most rpgs, tend to be 1 GM and 3-5 players.
 

Olive said:
Thanks for the advice guys. I was wondering: how many players do you think are needed to play Ars Magica. Could two be fun?

If you were only GMing for one player you could, instead of telling the story of a covenant, have the player make a magus of House Quaesitor or Mercere. With a Quaesitor, he could do a lot of traveling and investigating various infractions of the law (from interferences in mundane affairs to infernalism). A Mercere magus would also travel a lot but he would be delivering messages and so could have all kinds of trouble on the road or get caught up in the politics between two hostile covenants.

There are all kinds of things you can do. Hope you have fun. It is an awesome game.

Starman
 

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