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<blockquote data-quote="Li Shenron" data-source="post: 5955988" data-attributes="member: 1465"><p>Thanks to those who suggested Ars Magica and Pendragon (but sorry to [MENTION=9037]Elf Witch[/MENTION], cannot xp you again yet), I have checked the web for info about these two RPG, so I am beginning to get a better idea about what I would like to play.</p><p></p><p>Ars Magica has a starting point that is just <em>perfect</em> to what I had in mind without realizing it: (#1) a historical Europe with real-world countries and religion <em>but</em> with the added caveat that everything belonging to religious belief, folklore and superstition is simply true. OTOH the problem with this game is that it is for wizard PCs only, so presumably you cannot easily drop-in PCs of other classes because you would have to convert them to the Ars Magica system, which presumably is balanced only with regards to wizards. Also it seems like wizards are too organized and socially powerful in the world, and this maybe means that the setting will have to consider what are the consequences for everyone else in the world (e.g. magic as technology).</p><p></p><p>Pendragon is quite the opposite, because it assumes that magic is not for the PCs, who are presumably instead all fighters, rogues and other non-spellcasters, so once again I would have to think how to adapt spellcasters into Pendragon's rules system, not something I would really like to spend my time doing. The idea that Pendragon encompasses a large historical timeframe from early to late middle ages may actually relieve the DM from the responsibility of being really historically accurate. Another winning point for me is the idea (#2) that adventures happen rarely (1/year), which matches very well with the idea that even if monsters are real, they are rare enough so that you don't have to figure out how society adapts to their existence.</p><p></p><p>Those 2ed green books also sound interesting, at least the one about Charlemagne's period, but I didn't find much info on the content. Presumably it is grounded in AD&D 2ed rules, which I wouldn't really want to use.</p><p></p><p>Anyway now I'm beginning to see where I'd like to go... here's some draft list of wanted features:</p><p></p><p>- key idea (#1) from Ars Magica</p><p>- key idea (#2) from Pendragon</p><p>- some level of historical accuracy, but at the same time it should not be a burden on the DM or the players</p><p>- better if set in real medieval Europe, so that geographycal maps will be freely available on the web at every scale, and political relationships between countries or centres of powers are rich and well-defined (and also easily available also on the web)</p><p>- it should be possible to play traditional D&D character classes, as long as they fit either with medieval Europe reality or folklore (basically all 3ed core classes except Monk, but also non-core classes)</p><p>- to avoid issues such as figuring out the implications of magic being real on the world, it should probably be enough to rely on the rarity of the people who can actually use magic</p><p>- I don't need non-human characters to be playable, but either way it might be best that their races are treated as outsiders to human society and rare in the world</p><p></p><p>I suppose this is essentially a setting issue rather than a rule system issue after all, so that it could be playable with any rules system of preference, e.g. 5e playtest rules <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Li Shenron, post: 5955988, member: 1465"] Thanks to those who suggested Ars Magica and Pendragon (but sorry to [MENTION=9037]Elf Witch[/MENTION], cannot xp you again yet), I have checked the web for info about these two RPG, so I am beginning to get a better idea about what I would like to play. Ars Magica has a starting point that is just [I]perfect[/I] to what I had in mind without realizing it: (#1) a historical Europe with real-world countries and religion [I]but[/I] with the added caveat that everything belonging to religious belief, folklore and superstition is simply true. OTOH the problem with this game is that it is for wizard PCs only, so presumably you cannot easily drop-in PCs of other classes because you would have to convert them to the Ars Magica system, which presumably is balanced only with regards to wizards. Also it seems like wizards are too organized and socially powerful in the world, and this maybe means that the setting will have to consider what are the consequences for everyone else in the world (e.g. magic as technology). Pendragon is quite the opposite, because it assumes that magic is not for the PCs, who are presumably instead all fighters, rogues and other non-spellcasters, so once again I would have to think how to adapt spellcasters into Pendragon's rules system, not something I would really like to spend my time doing. The idea that Pendragon encompasses a large historical timeframe from early to late middle ages may actually relieve the DM from the responsibility of being really historically accurate. Another winning point for me is the idea (#2) that adventures happen rarely (1/year), which matches very well with the idea that even if monsters are real, they are rare enough so that you don't have to figure out how society adapts to their existence. Those 2ed green books also sound interesting, at least the one about Charlemagne's period, but I didn't find much info on the content. Presumably it is grounded in AD&D 2ed rules, which I wouldn't really want to use. Anyway now I'm beginning to see where I'd like to go... here's some draft list of wanted features: - key idea (#1) from Ars Magica - key idea (#2) from Pendragon - some level of historical accuracy, but at the same time it should not be a burden on the DM or the players - better if set in real medieval Europe, so that geographycal maps will be freely available on the web at every scale, and political relationships between countries or centres of powers are rich and well-defined (and also easily available also on the web) - it should be possible to play traditional D&D character classes, as long as they fit either with medieval Europe reality or folklore (basically all 3ed core classes except Monk, but also non-core classes) - to avoid issues such as figuring out the implications of magic being real on the world, it should probably be enough to rely on the rarity of the people who can actually use magic - I don't need non-human characters to be playable, but either way it might be best that their races are treated as outsiders to human society and rare in the world I suppose this is essentially a setting issue rather than a rule system issue after all, so that it could be playable with any rules system of preference, e.g. 5e playtest rules ;) [/QUOTE]
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