[Design] Ars Magica was Re: Character Generation: Detail vs Opportunity Cost
David Cake
dave at difference.com.au
Fri Nov 18 05:44:40 UTC 2005
At 4:07 AM +0000 18/11/05, Andrew Leitch wrote:
>The problem with Ars Magica is that PC's start off way too powerful
>compared to say, the grogs. They seem almost like demi-gods. If they
>started off less powerful, you wouldn't need to spend the entire
>night just reading up on spells.
actually, they generally start of quite low powered. They
should be able to quickly become a lot more powerful, though.
IMO saying the mages in Ars Magica are too powerful/important
is like saying the monsters in Call of Cthulhu are too scary -- its
not so much a criticism of the game balance, as a rejection of the
basic principle of the game. The game is completely centered on the
magicians, if they weren't clearly the most important characters it
would be a different game.
That said, I think the game balance works OK - the magicians
are clearly dominant, but most of them are vulnerable enough to
sudden violence, and often incompetent at dealing with normal mortal
affairs, that there are good reasons to keep the other characters
around.
And if you think anyone is too powerful compared to the
grogs, you've missed the point of what a grog is. They are spear
carriers, cannon fodder, occasional comic relief and supporting cast.
>
>My experience went:
>
>"What sort of character do you want?"
>
>"Well, can I be a fighter?"
>
>"No."
>
>"Can I be a fighter mage?"
>
>"Yes. But you'd be severely limiting yourself."
>
>"Okay. So I'll be a mage."
>
>"What kind of mage do you want to be?"
>
>"I've no idea... (and after they were explained to me)... I've still
>no idea... How about I have a look at the spells. There can't be
>that many.... OH MY GOD!"
>
>4 hours later: "So have you decided yet?"
>
>"Well... no... Every time I get started looking at a spell someone
>steals the book away to make their character..."
>
>They should have gone for spell lists rather than spell groups. That
>way you only had to make a choice from 20 spell lists, rather 2000
>spells.
But then you'd have 20 cookie cutter types of magic, and half
the fun of Ars Magica is that your magician can, if they choose, get
really individual with their spells, and have a little library of
weird personal magic effects.
I think its more focus on how the game is presented. You
should be choosing your arts first, rather than choosing your spells
and trying to retrofit your arts - then you only have a few dozen
spells that you can really have accessible to you as a beginning
magician. Sure, there are thousands of spells, but its not as if you
can pick 8 good ones from 8 completely different form/effect
combinations as a beginning character. Besides, the arts choices will
have a much longer term effect on your character, and determine how
you fit into the background much more, and Ars magica is a game that
is all about the rich background.
> You could buy the first 3 or 4 spells in each list and be done with
>it. (Maybe I'm recalling this wrong though...).
The normal way to run a long game is for everyone to have one
magician, one companion (non-magician) and for there to be a bunch of
grogs that people take it in turns to play. It gets a bit complicated
with various types of magic using companion that aren't technically
mages (pagan magicians, half-fairies, etc), but thats more or less
the standard model. If you run a game where people have one character
each, I'd make half of them mages and half not.
When creating characters for an initial session I'd tend to
get half the players to make up magicians, half to make up
companions, and anyone that takes too long to create their character
can play a grog for the first session. You can fill in the rest later
(I'd prefer to know a little about most of the magicians before
starting a game, but you don't actually need stats if they aren't
actually in that session).
So I'd do it more like
"What sort of character do you want?"
"Well, can I be a fighter?"
"Well, you should have a magician later, but one of your characters
can be a fighter."
"Can I be a fighter mage?"
"Yes. Fighter mages can actually be pretty effective, if thats what
you want your magician character to be. But you'll be fairly
specialised to particular sorts of magic, playing another sort of
magician might be a lot more interesting. You might want to have a
fighter character and a mage character instead."
"Okay. So I'll be a mage, but not a fighter mage."
"What kind of mage do you want to be?"
"I've no idea... [explains houses, arts, etc]... I've still no
idea... How about I have a look at the spells."
"Have a quick look if you want, but its a better idea to select broad
areas of magic rather than get lost in the details of the spells. A
lot of the time you will be probably be improvising small bits of
magic rather than casting a known spell anyway, and the choice of
which broad types of magic (arts) you specialise in determines what
your character will do long term."
1 hour later: "So have you decided yet?"
"Well... no... Every time I get started looking at a spell someone
steals the book away to make their character..."
"Thats why I told you not to spend too much time worrying about the
exact spell list before choosing your house and magical specialties.
Luckily, I have an extra copy of some of the material more relevant
to character creation here."
>
>There's not much encouragement for playing good characters either,
>when the central ethos of the various magic guilds seems to be
>"don't get caught" rather than "don't do".
Depends what you mean by 'good'. There are Virtues to reflect
various kinds of, umm... virtue, but in generally Ars Magica tends
towards the school of game design that says characters moral status
is reflected in their actions not their stats. I have a fair bit of
sympathy towards it, in general it makes for a richer game
experience. Ars Magica does tend to get into moral subtleties. I
think its a virtue of the game - there is nothing wrong with a game
that lends itself to moral extremes (such as D&D), but Ars Magica can
be more interesting in that sense if its what you like. Though if you
want to run a game where its morally straightforward (ie all the bad
guys are into diabolism) it can do that too.
And some of the major houses of Ars magica have a rather
different definition of good, in part because of the way the game
sets up the Church as an antagonist of the magicians. For me, it
makes the game more fun. YMMV.
Cheers
David
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