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Why do you play games other than D&D?
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<blockquote data-quote="Arilyn" data-source="post: 7633842" data-attributes="member: 6816042"><p>Ars Magica is one of my favourite games. The magic system is nothing like D&D. Mages don't have slots or spell points, and skilled mages can easily make up simple magical effects on the fly. More powerful spells are very hard to pull off, so you might want to have researched your spells ahead of time. There are example spells in the game, but mages spend a lot of time researching and collecting vis (magical bits from plants, critters,etc.) in order to create their own spells and improve their artes.</p><p></p><p>Players usually have one mage, a companion and a grog. Companions don't have magic, but are specialists. They are competent, but lack raw power. Grogs are the guards. They have simpler sheets, and die often. Think red shirts. So you could have an adventure where the mages are heading off for a symposium with another covenant. The players use their wizards to deal with the political machinations at the hosting covenant. This can be broken up with the players using their companions to solve a mystery perhaps, or maybe the wizards need them to accomplish a mission. Meanwhile, the grogs could be getting into drunken brawls. Play sessions don't necessarily have to have all your characters. You could have a pure grog or companion session.</p><p></p><p>There is usually long gaps between adventures. A campaign could take many decades, or even longer, if the players want to take their covenant from its beginnings to its inevitable decay/destruction. </p><p></p><p>There are no levels. You get points to spend on increasing your skills. The world is authentically medieval Europe. Monsters are rare, and ones you would expect to find in a bestiary from the time period.</p><p></p><p>You couldn't cram it into a dnd rule set at all.</p></blockquote><p></p>
[QUOTE="Arilyn, post: 7633842, member: 6816042"] Ars Magica is one of my favourite games. The magic system is nothing like D&D. Mages don't have slots or spell points, and skilled mages can easily make up simple magical effects on the fly. More powerful spells are very hard to pull off, so you might want to have researched your spells ahead of time. There are example spells in the game, but mages spend a lot of time researching and collecting vis (magical bits from plants, critters,etc.) in order to create their own spells and improve their artes. Players usually have one mage, a companion and a grog. Companions don't have magic, but are specialists. They are competent, but lack raw power. Grogs are the guards. They have simpler sheets, and die often. Think red shirts. So you could have an adventure where the mages are heading off for a symposium with another covenant. The players use their wizards to deal with the political machinations at the hosting covenant. This can be broken up with the players using their companions to solve a mystery perhaps, or maybe the wizards need them to accomplish a mission. Meanwhile, the grogs could be getting into drunken brawls. Play sessions don't necessarily have to have all your characters. You could have a pure grog or companion session. There is usually long gaps between adventures. A campaign could take many decades, or even longer, if the players want to take their covenant from its beginnings to its inevitable decay/destruction. There are no levels. You get points to spend on increasing your skills. The world is authentically medieval Europe. Monsters are rare, and ones you would expect to find in a bestiary from the time period. You couldn't cram it into a dnd rule set at all. [/QUOTE]
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