From: jacobus@symphony.cc.purdue.edu (Bryan J. Maloney)
Subject: Re: Fantasy version of Ars Magica: Opinions Wanted PLEASE.
Organization: Purdue University
Date: Sat, 9 Jan 1993 06:50:26 GMT




1:  Ars Magica already is a fantasy game, it just isn't a flavorless GENERIC
    fantasy game.

2:  The whole "fantasy race" bit was trashed rather thoroughly in alpha-
    versions of Ars Magica 3 (I was one of the trashers).  Something that
    fits Ars Magica MUCH MUCH MUCH MUCH MUCH better is to take the third
    edition of the basic game and add the rules for Faerie companions from
    the Faeries supplement.  Remember, in the flavor of Ars Magica, Elves,
    Orcs, Dwarves, etc. all belong to the realm of Fey, as opposed to the
    realm of God, the realm of Man, the realm of Magic, or Realms Infernal.
    This works, believe me.

3:  Ars Magica does NOT NOT NOT NOT NOT NOT NOT NOT NOT NOT NOT NOT NOT NOT
    have "character classes"--please do not demean it by stating that it
    does.  The Magi are simply qualitatively beings apart from ordinary
    mortals.  To be blunt, the inequality of power between Magi and Mortals
    is one of the keystones of the game's flavor and intent.  Anyway, 
    discrepancy in raw power makes hardly a difference in a group with
    mature players.  I've got a Knight Companion who has stood down Magi
    by virtue of the fact that he commands the Grog bodyguards--and is the
    only one who can get them to risk their butts regularly--and by sheer
    force of his personality.  The Magi have yet to try using spells upon
    him because they know that they would get to do it only once, and then
    he'd be gone and the Covenant would be out a very valuable resource.
    Hell's Bells!  We've had Grogs tell Magi off--and the Magi took it!
    Why?  The magus in question was in the wrong and knew it, and it would
    cause a worse loss of face to punish the Grog than to take the tongue-
    lashing.  Idunno--maybe our Saga has actual role-players in it or
    something.

4:  Next, the REALITY of the God of Abraham and His Holy force are also
    keystones of Ars Magica--that and their absolute ascendancy over mere
    Magic.  Now, this doesn't mean that only Christianity is valid--White
    Wolf has never bothered to address Judaism or Islam, but they have hinted
    that the Faith of those peoples would also be valid (the term used for
    the Islamic Dominion is the "Domain", by the way).  As for pagan "deities",
    they are explained to some small extent in the Faeries supplement, and
    rather well (if I do say so myself) in The Primal Order (from Wizards of
    the Coast).  Briefly:

 There are foufive possible explanations of Pagan deities which are compatible
    with the Ars Magica view:

    a.  They are servants of Hell
    b.  They are powerful Faeries or nature spirits
    c.  They are actually parts of God's mysterious plans
    d.  They are tolerated by God to keep the faithful on their toes.
    e.  They partake of the basic residue of God left behind after Creation.

    Reasonable powers for these pagan deities to grant would be some limited
    Hermetic-style magic.  In general, three to five Arts (no more) would be
    granted to a priest.  For the priest to be able to cast either 
    formulaic or spontaneous magic (not both) would be a +5 virtue, to allow
    both would be a +7 virtue.  

    Ignoring Jehovah, God of Abraham, etc., would simply cheapen the setting.