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Started by mindwanders, October 04, 2004, 06:11:10 AM
QuoteHi Folks,I'm looking to start an ars magica game soon and I'm looking for players. If you've received this then I reckon it might be something you might enjoy playing or you have already expressed interest.Basic ConceptYou can get a basic overview of ars magica here:http://redcap.org/FAQ/FAQ1a.htmlAnd the especially keen amongst you can download the rule book from here:http://www.atlas-games.com/arsmagica/free/index.htmlWhere and WhenI'll be running the game every second Saturday afternoon, but I want to run the first 4 weeks in a row to get us up to speed quickly if possible. The intention is to run 2-8pm so that people can run off to the pub in the evening. I Don't know where I'll be running the game yet, but I'm hoping to run at Hugh's flat off easter road if he'll let me.Time KeepingI am notoriously late for everything, so we will pretty much aspire to starting as soon as I arrive. I will be trying to keep the lateness under control, but I can make no promises. If I'm going to be late I'll phone someone and let them know, I expect you all to do the same. If you are there after 2pm, but before me, then you aren't late. If you aren't there when I arrive and you haven't phoned then we'll start without you on the assumption that you aren't going to make it.DrinkingDrinking is not banned. In fact it's positively encouraged. Just don't overdo it.Style of GameI'll be running this game troupe style, which means that you will have more than one character that you can play depending on what is appropriate for the session I'm running that day. I'm hoping to achieve the semi LARP style that I managed with my FS game, with people sitting and talking to each other IC without needing me there to act as a go between. The intention is to keep it very much focused on your characters, their desires and the relationships between them. I'm looking for you to be quite proactive for this game. There will be no standard adventures, and unless one of your characters states that they are wanting to go off and do something specific, then most of the sessions will be based at some social event around the covenant. I'll feed in rumors and news about things that are happening in the region, but it is totally up to you whether you want to follow any of them up. I will also be happy to work in plot lines that you are wanting the chance to get involved in, as long as you keep them reasonably local. SettingI'll be setting the game in Orkney in either the 12th or 13th century. This puts you in the very outskirts of the Scottish tribunal, which coincidentally is considered to be in the arse end of no-where by the mages who live in other tribunals. This means that you will be well away from the major politics of the order and in the sort of area where a lot of people play fast and loose with the Hermetic Code. Most of the magi in the area are hedge wizards who live alone rather than in Covenants like respectable magi, as such you probably won't see much of them. There are another three covenants in the area and you are welcome to visit, trade or make war with them if you wish. Two of them will start of neutral and the third has sponsored the creation of your new covenant, so you are already in debt to them.There are also a lot of supernatural threats in the area that will poke back if you start poking around. I'll be keeping the flavor very Orkadian for the local magical creatures, so you can expect Trow, Finmen and Sea Serpents to be lurking about.There is no "Big Plot" planned at the moment. Although all the NPC's have their own agenda's and there's lots of fun to be had if you decide to pick sides. Of course, staying neutral might be tricky.ScopeArs Magica is designed to play very slowly IC. After the initial few sessions, each adventure or major social session will have around a year or so of game time time between them, so the characters will age and advance very quickly compared to what some of you are used to.This is not designed to be a massive epic of magical power, it's supposed to be a casual meander through wizardly life. As such I'm not expecting the characters to have a massive impact on the order as a whole, however I'm happy for you to become influential amongst Scottish magi. RulesI've got a campaign management tool for ars magica, so I'll be using that to handle the rules heavy admin that needs to be done between adventures. I'll be handling the XP system very strictly because it's one of the core aspects of the system, I'll also be running Magic by the book. However I will probably handle combat and normal skill roles quite fast and loose.For those of you with knowledge of the system, I'll be using the 4th Ed with a few selected rules from the Grimoire and Houses of Hermes. I will not be using any of the rules for non-hermetic magi or mystery cults because they just make the whole thing too damn complicated.Character CreationEach player will have character slots for 1 Magus, 1 Companion (a powerful non-magician) and as many Grogs (minor characters with a very limited skill base) as they think they can handle. You will not be expected to generate all your characters at the beginning of the game, instead we will introduce the characters as it becomes appropriate.We will start with one Magus character who is trying to recruit people for a new Covenant. Each character during the initial round of character creation must be linked to that character in some way. After we have sorted out the initial relationships and maybe run a short roleplaying session or two based around them, we will start introducing additional characters who must be linked in some way to the initial set. We'll continue adding characters in this way until everyone feels they have enough to play with.The emphasis will be on creating well rounded characters with definite goals and problems to overcome. I'll be spending a lot of time with the players to make sure that the characters fit well into the setting and will suggest relationships with NPC's that could make things more interesting.Historical AccuracyI'll try and get the background and history to be reasonably historically accurate and I expect you to do the same for your characters background. However I'm not expecting anyone to do massive amounts of research, just try and keep the anachronisms down to a minimum. After the game starts "history" goes out the window and I expect free reign to do what I want with the "future" of the game world. I will also not hold you as players to any set down "future". Life is what you make it and anything is possible after the game starts.Player InputYou will have a much higher level of input into this game than normal. I'll happily rewrite sections of the setting so that people can get the sort of background they are looking for.Once the game is up and running I am more than happy for other people to run the occasional adventure or even take responsibility for sections of the setting if you wish. However there is no expectation that anyone else runs anything and another GM only gets to run something if it's OK by all the players.
QuoteI have not, in the past twenty years, role-played without some kind of document of this kind on the table. At the very least, and rarely, we have a pre-game discussion or series of discussions that serve the same purpose. I'm talking about hundreds of players and many different groups. In Sorcerer, it's literally part of the instructions for play to set up such a document. This is taken from my lessons learned from so much Champions experience, as well as from some observations of mine that the 4th edition Champions "campaign sheets" were not functional for my preferences and goals. How people play without such things is completely beyond me. If the pattern from this forum is representative in any way, it's pretty clear that they generally cannot.
QuoteAs far as critiquing the content is concerned, I think you'd do well to present some of the in-setting material that you're looking forward to using, and also to call for comments or statements of interest on the parts of players.
Quote from: clehrichNot including the stuff like when, where, and can we drink