Difference between revisions of "Ars Magica, or some variation thereof"

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To some extent these are the themes of WFRP, but I'd kind of like to run a game according to the book for once, if just to spare me the mental difficulty of tracking all the shit I've made up off-the-cuff.  Also, the troupe-style of roleplaying, with a more episodic nature, might prove advantageous given our fluctuating group composition.
 
To some extent these are the themes of WFRP, but I'd kind of like to run a game according to the book for once, if just to spare me the mental difficulty of tracking all the shit I've made up off-the-cuff.  Also, the troupe-style of roleplaying, with a more episodic nature, might prove advantageous given our fluctuating group composition.
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10/16/06
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I just finished Jonathan Strange and Mr Norrel, a most excellent book, that has me thinking about the myth of magic and its centrality to legend.  I think I'd like to run a game, troupe-style, where all the players have two characters, a mage and a not-mage ('companions'), run self-contained (a few sessions at most) "adventures", with the players having a guaranteed home base.  At the start of each adventure, the players choose who they want to bring, with a maximum number of mages depending on the adventure, and the players will have to work out which mage characters go and which companions go, with the GM ensuring that everyone gets equal time playing their mage characters.  I think that after any adventure, mages will be required to "study" to gain magical experience from them.

Revision as of 12:45, 16 October 2006

The appeal Ars Magica held for me was the idea that study and discipline of belief resulted in tangible power, and the balance between the inflexibility and compromises that behavior requires against the power it rewards.

To some extent these are the themes of WFRP, but I'd kind of like to run a game according to the book for once, if just to spare me the mental difficulty of tracking all the shit I've made up off-the-cuff. Also, the troupe-style of roleplaying, with a more episodic nature, might prove advantageous given our fluctuating group composition.


10/16/06

I just finished Jonathan Strange and Mr Norrel, a most excellent book, that has me thinking about the myth of magic and its centrality to legend. I think I'd like to run a game, troupe-style, where all the players have two characters, a mage and a not-mage ('companions'), run self-contained (a few sessions at most) "adventures", with the players having a guaranteed home base. At the start of each adventure, the players choose who they want to bring, with a maximum number of mages depending on the adventure, and the players will have to work out which mage characters go and which companions go, with the GM ensuring that everyone gets equal time playing their mage characters. I think that after any adventure, mages will be required to "study" to gain magical experience from them.