TGDMB & Ars Magica

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Heaven's Thunder Hammer
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TGDMB & Ars Magica

Post by Heaven's Thunder Hammer »

So, I posted Frank's review for Ars Magica:

http://tgdmb.com/viewtopic.php?t=55733

On the thread "wishlist for 6E" on the Atlas Game Forums and jump-started an already large discussion. The thread has doubled in size in the last week and spawned a couple other threads discussing other issues.

http://forum.atlas-games.com/viewtopic. ... 6&start=75.

While David Chart is somewhat butthurt over Frank's Review - for the first time in... a long time he is engaging with fans and some of the freelancers on where to take the game for 6E. Chime in if you want over there, hopefully a difference can be made! :D

Note: This thread has not been made to create cross forum drama. Good intent is assumed here.
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Post by Longes »

He has some points. However his overuse of vulgarity suggests that he, himself wouldn't be able to write a game system. He comes off more a chronic complainer, rather than a critic. It seems a bit personal, as if 5the edition authors have offended him.
You know, Nostalgia Critic has been around for 7 years now (oh god, I feel old) and MST3K has been around for 27 years (oh god, I feel older). People seriously need to stop bullshit like this.
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Post by Maxus »

Longes wrote:
He has some points. However his overuse of vulgarity suggests that he, himself wouldn't be able to write a game system. He comes off more a chronic complainer, rather than a critic. It seems a bit personal, as if 5the edition authors have offended him.
You know, Nostalgia Critic has been around for 7 years now (oh god, I feel old) and MST3K has been around for 27 years (oh god, I feel older). People seriously need to stop bullshit like this.
Fuck, Zero Punctuation has been around for like seven years. Using hyperbole and gratuitous profanity is not an uncommon thing for someone on the Internet, especially one who talks about a category of Stuff. Cracked's staff, Badass of the Week, WTF D&D?, any number of YouTube commentators--they all fucking swear. A fucking lot.

But it's 2015 and there's still people so fucking shallow they feel that whining about vulgarity is a valid complaint about something. Ooh, someone said mean words...
Last edited by Maxus on Sat Jan 24, 2015 4:33 pm, edited 1 time in total.
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Post by schpeelah »

You people can see this? All I'm getting is a 403 Forbidden.
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Post by DSMatticus »

Bitching about how mean and vulgar reviewers can be is more embarrassing than... having written Ars Magica 5E. Zing!
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Post by Username17 »

Heh.

Well, the reactions weren't unexpected, especially from David Chart (you aren't going to get him any happier pointing out that I say bad things about nWoD considering that writing shovelware nWoD products put food on his table for much of the latter part of the Bush Jr. administration). Although I am always amused when people condemn someone's tone and follow it up with insults like "chronic complainer" or "reputation for lunacy." It really undermines your whole concern troll argument if you use literal ad hominem in the same post as you're complaining about the use of strong language.

Basically, Ars Magica needs a D&D3 moment. Like Shadowrun got with D&D4. Ars Magica's game mechanics are old and bad. The fact that Ars Magica was extremely innovative in 1989 and in some ways hasn't been surpassed to this day does not excuse that in 2015. It needs to be overhauled, cleaned up, and presented in a manner that can get new players playing. New mechanics, new layout. Capitalize on what it has that still looks fresh, drop the old creaky shit.

It would be a big project, and I'm pretty sure David Chart is not up for it. He could prove me wrong, but I don't think he's going to.

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Post by Prak »

He has some points. However his overuse of vulgarity suggests that he, himself wouldn't be able to write a game system.
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Post by erik »

An Ars Magica-esque Narniawarts is something I could pitch to my group and find interest probably.

Kids in magic academies learning about the various combinations of magic spheres and the post academy world they can graduate into and also be involved with in extacurricular pursuits.

Could have multiple era settings. 13th century Earth. 20th century Earth. 21st century Earth. Fantasy realm.


Setting creation really isn't the heavy lifting. It's making a magic system workable that also retains some of the Ars Magica flare of combining verbs and nouns to make spells.

I think I'd like providing spell lists for the various verb-noun combinations. There's a lot but not necessarily more than the amount of random spells D&D has. People wouldn't be creating their own spells per se (just creating their own fluff for it), but instead be picking which noun and verb paths they are specializing in.

Having an academy for training new mages indicates there's something to train for, so you'll want post-academy job pursuits. Vis Mining. Researcher. Wright. Construction. Medicine. Explorer. Monster Hunter. Lots of things to do.
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Post by Heaven's Thunder Hammer »

FrankTrollman wrote:Heh.

Well, the reactions weren't unexpected, especially from David Chart (you aren't going to get him any happier pointing out that I say bad things about nWoD considering that writing shovelware nWoD products put food on his table for much of the latter part of the Bush Jr. administration). Although I am always amused when people condemn someone's tone and follow it up with insults like "chronic complainer" or "reputation for lunacy." It really undermines your whole concern troll argument if you use literal ad hominem in the same post as you're complaining about the use of strong language.

Frank, since I never bought NWod I didn't even know he wrote for it. Did a google search and turned out to be some V:tR books.

FrankTrollman wrote: Basically, Ars Magica needs a D&D3 moment. Like Shadowrun got with D&D4. Ars Magica's game mechanics are old and bad. The fact that Ars Magica was extremely innovative in 1989 and in some ways hasn't been surpassed to this day does not excuse that in 2015. It needs to be overhauled, cleaned up, and presented in a manner that can get new players playing. New mechanics, new layout. Capitalize on what it has that still looks fresh, drop the old creaky shit.
Anyways, I gather from his comments that: The perceived problem with the overhaul is that it could be a D&D 3 moment, where it invigorates the game and is a great thing. Or, it could be a D&D 4 moment where it backfires spectacularly and creates two segregated fanbases that hate each other for years. From the quotes I found below, it seems like he has been wishy washy about being the one to do 6E, and further more, isn't sure what is more commercially viable.

It sounds like what we're going to get a is a New Game (CodeName "Magic Shoe") that will go a very different direction with Mythic Europe and be a modern game etc etc inspired by Ars Magica, but not actually Ars Magica.

And then we're going to get an Ars Magica 5.5 as 6E, because that is what looks commercially viable. Any one please let me know if I'm smoking crack here with this assessment.
FrankTrollman wrote: It would be a big project, and I'm pretty sure David Chart is not up for it. He could prove me wrong, but I don't think he's going to.

-Username17

http://forum.atlas-games.com/viewtopic. ... th+edition

David Chart wrote:
..............

Anyway, for ArM6:

Not quite yet. I'm not finished.

I'd dump the whole of ArM5 canon, just as I did with ArM1-4, and save take the bits I liked.

But, most importantly, I'd want someone else to do it. There are a lot of interesting things that could be done with the game, but the interesting things I wanted to do with the game are (or will be) ArM5. A&A is a very important part of what I wanted to do with ArM5, but there are other possible visions of the game. If someone else takes over, that will help ensure that it's not just a new edition for the sake of doing a new edition, but rather a new edition because there's something new and interesting to do with the line.

In any case, there won't be a new edition for several years, at least; I still have several years of ArM5 books at various stages of development. (To forestall speculation, "several" means "more than two and less than eight", but I'm not going to be more specific than that. That said, plans for more than two years in the future are subject to change radically before that point in time actually arrives, because that's how life works.)





Below are more posts from the Ars Magica 6E wishlist thread.
David Chart wrote: Don't forget that we have Magic Shoe coming. If you want a Mythic Europe game that follows all the trends of RPG design for the last twenty years, you should be looking there. Ars Magica was designed in the 80s, and I think a new edition of Ars Magica should still be a recognisable version of the same game; that will mean that the basic structure is 25 years old. I think Magic Shoe is a great idea, because there are a lot of new ideas in game design, not all of which fit into Ars Magica. I also think that there should be more games like Magic Shoe, because there are lots of mutually-incompatible approaches to RPGs to play with, but that will depend on commercial realities.
David Chart wrote: ...........

In still other cases, the problem is real, and generally recognised (pink dot...) but it is much less clear how it can be solved, and some of the solutions that are presented on the forum as "obviously better" are ones that we have already tried, and found to be no better than the status quo, if not worse.

Finally, we have problems that are generally recognised, and it looks as though they can be solved, like the thin description of troupe-style play.

The problem that everything is scattered across supplements is in either the third or fourth category. It's definitely a problem, and one that lots of people agree on, but the obvious "do a unified ArM5.5" solution did not look practical when I sat down and tried to work out how, in detail, to do it. The core rules ended up being stupidly enormous, and probably fundamentally incompatible with everything released for ArM5. However, I've not given up hope that there is a viable solution to this one. I've just not found it yet.
David Chart wrote: Incidentally, the reason why ArM5 has no reference to Methods & Powers is that Erik Dahl came up with the mechanic while he was doing RoP: Divine. It didn't exist when ArM5 was released, so we couldn't refer to it. Unless ArM6 is to be a full line of light revisions of ArM5 books, it won't be possible to do this sort of thing for ArM6 either.
David Chart wrote:
Marko Markoko wrote:I am glad you have not given up hope, for nor have I.
Pehaps the scope of ambition needs to be limited. Fundamental questions need to be asked. How much space can be added? What can be chucked off to a follow up book? What *needs* to be fixed. Not just can or should, but *needs* it. What needs to be added? What needs to be clarified?
Yes. Finding a sensible answer to those questions is the problem.
Marko Markoko wrote:The art and color needs improvement. Obviously.
OK, so there are some uncontroversial points.
Marko Markoko wrote:Some good Virues & Flaws should be added to the core, as well as spell guidelines and maybe a few mystery examples. Not a lot rules wise needs changing. Just expanded a bit and clarified.
So, you don't want an expanded bestiary, basic rules for non-Hermetic magic, guidance on the Eastern Church and Islam, examples and guidelines on troupe-style play, something about supernatural powers from other realms, more information on how the Order actually functions, mass combat rules, and others I've forgotten.

That's fine. But it is controversial.
Marko Markoko wrote:Your problem, I am guessing, is that you have too many people with too many ideas of too many little fixes and too many contradicting ideas.
That is exactly the problem.
Marko Markoko wrote:Whittle it down to a clear vision, select a few of your most trusted to follow your vision, and try again.
Whittling it down to the clear vision is the hard bit. If the book is not ArM6, what is it? Even if it is ArM6, what should be in the core book?

As I say, I suspect that there is a solution. But I don't have it yet.

From another thread "Who is Ars Magica 6E's Audience?"

http://forum.atlas-games.com/viewtopic.php?f=4&t=30802
David Chart wrote:This is a tricky question.

I think the lack of edition wars between 4 and 5 was because [strike]I'm a genius[/strike]ArM5 was based on the same concepts as ArM4, and just fixed a lot of problems. There was very little that you lost going from 4 to 5, and you gained better rules and a more coherent set of supplements. This is why, when Ars Magica editions are discussed on other fora, no-one recommends ArM4, but people do recommend ArM3 or ArM2.

I don't think the same option is available going from 5 to 6. ArM5 is not perfect, but the clear problems that need fixing are not that big. They would render ArM6 incompatible with the statistics in just about every ArM5 supplement, but they wouldn't really give players that much of a benefit. I would expect a lot of grumbling about new editions produced just to get money out of people.

On the other hand, going off in a bold new direction would definitely make the new edition worthwhile. It would also dump a lot of material from ArM5, and thus provoke edition wars. The changes people are talking about are even bigger than the changes between 3rd and 4th, so could be expected to provoke even bigger edition wars.

Enter Magic Shoe. Magic Shoe is not a new edition of Ars Magica. It is, however, a game set in Mythic Europe that takes the setting in a completely new direction, with a much more modern ruleset. I think this is a really good idea, because I can't think of a good direct solution to the ArM6 problem.
David Chart wrote: ............
Timothy Ferguson wrote:What I want is a simpler ruleset, so that it's easier for people to create, share and collaborate in these sorts of forums. ArM5 has a level of precision which would work really well in a computer game, but it makes it very difficult to just make stuff. Every monster takes an hour. Every magic item takes half an hour.
Making creatures and enchanted items is part of the fun of Ars Magica. It takes a long time, yes, but that's a long time spent enjoying yourself. I can enjoy myself building characters, creatures, and items in Ars Magica in a way that I just can't do with Fate, because Fate is over too soon. If you're writing something for publication and you have to fill in all the bits, then you have to do the bits you are not interested in, which is a bit of a drag, but if you are just participating in the creative fan community, then you only have to do the parts you like.

As evidence that the complexity is not a major barrier, I offer Pathfinder, which is certainly not a significantly simpler system than Ars Magica, and which has an enormous and active community.

When these discussions about the audience for the game happen, people tend to bring up the things they don't like about the game as the barriers to widespread adoption. I have come to think that's mistaken. I think it's the things we like about the game.

Take sky-diving as an example. Sky-diving is a minority sport. I'm sure sky-divers talk about how to get more people doing it: the expense of lessons, the inconvenient schedules, the fact that the helmets look daft, I don't know. However, those are not the reasons it is a minority sport. The reason it is a minority sport is that it involves jumping out of a perfectly functional aeroplane. If you want mass participation, that has to go.

So, I suspect that the things that keep Ars Magica minority are the crunchy magic system, detailed downtime activities, and pseudo-historical medieval setting. You can't actually discard any of those and still have Ars Magica.

However, you can get rid of the first two and have Magic Shoe. You could get rid of the last one and have a high fantasy setting. You could get rid of the middle one and have something adventure focused. If you got rid of the first one, you'd probably end up with a realistic medieval game, and I suspect that would have an even smaller market than ArM. Most of these are worth trying, I think, and that's part of the motivation behind Magic Shoe.

I agree that building the community is very important, but Ars Magica actually has a very active community. We have dedicated conventions, a fanzine, quite a lot of personal websites, and an active forum. The community is small, but I suspect that that may be unavoidable if we want it to be an Ars Magica community.
http://forum.atlas-games.com/viewtopic. ... n&start=15
David Chart wrote:Three preliminary points.

First, I didn't write ArM4, although I was a major contributor.

Second, anyone who hasn't read my original essay should buy Sub Rosa 12 and do so. Support the zine! :D

Third, I don't think it's useful to frame the discussion in terms of increasing sales. When comparing to White Wolf, for example, you should remember that ArM didn't sell as well as the World of Darkness when it was published by White Wolf, using the same techniques as they used for the WoD. It's also worth bearing in mind that WW have stopped producing conventionally printed products; while I suspect that WoD products currently sell more copies than ArM supplements, I wouldn't bet much that I was right. All the rumours I've heard about RPG sales suggest that ArM has come through a period of catastrophic decline in the RPG market relatively unscathed. ArM might actually be doing as well as it can in the current market.

So, let's talk about onboarding and scaffolding. I agree with Timothy that these are important things to take from narrativist games, and with Arghmark that the elements he mentions help with this. Roughly, I'd say that art and fiction primarily help with onboarding, while introductory rules are scaffolding.

An important part of onboarding, possibly the most important part, is telling players what the game is about. What will they be doing? What sort of characters are they playing? What is the world like? You need to supply the characters' common sense. This is where licensed properties, if done right, have a massive advantage. "You are playing in Middle Earth. You are heroes fighting against the Dark Lord Sauron and his agents." "You are playing superheroes. You wear spandex and fight crime." "You are playing in the world of a Game of Thrones. There will be treachery, murder, and incest, possibly all at the same time." Later on, of course, you can add nuances to this, but for beginners it's a great help. Some independent games also have an easy in for this. "You are vampires in a darker version of the contemporary world." "You are warriors piloting giant walking robots."

The further removed from experience the game world, the harder this becomes. Ars Magica is a long way from the experience of its players, so onboarding is hard.

However, this does not mean that all games should be close to experience. Exotic and unfamiliar settings are fun and interesting, and can raise interesting issues and stories that just don't fit in a game based more closely on what we know. It does mean that you have to work harder on onboarding.

Scaffolding is also important, because no-one can learn all the rules at once. It really should be easy to sit down and start playing a game; half an hour's preparation is an absolute maximum. Ars Magica is really not good at this, although I would say that Tenra Bansho Zero is actually worse, at least for a western audience. (It doesn't help that TBZ is designed for short stories, not long arcs -- I suspect that you would spend longer reading the rules and background and designing a character than you would spend playing. This may have been fixed a bit in the English translation, but I haven't read that yet.)

However, I also think that the scaffolding should be an integral part of the game. The scaffolding should lead organically into a long-term campaign, with a sensibly generated character, and not make you want to throw away your first characters and start again now that you understand what is going on. This is also hard. What's more, I think you need to design the full rules with the scaffolding in mind to make this work. I don't think it can be done for Ars Magica 5, and I think a version of Ars Magica it could be done for would be very different from the versions we know.

That said, there are halfway houses: introductory adventures are a good one. The players might well want to make new characters afterwards, and the SG has to put in a lot more than half an hour of preparation, but you can get players involved quickly, and introduce elements of the background one at a time.

So, in summary, these are difficult problems for games like Ars Magica. You can make them easier by having simplistic rules and familiar settings, but even then they are not trivial. And then you have to remember that the original version of D&D, which started the whole hobby, was, by all accounts, really bad at both. D&D wouldn't work in theory, but in practice, it was a great success.
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Post by schpeelah »

Anyways, I gather from his comments that: The perceived problem with the overhaul is that it could be a D&D 3 moment, where it invigorates the game and is a great thing. Or, it could be a D&D 4 moment where it backfires spectacularly and creates two segregated fanbases that hate each other for years.
So, the problem with an overhaul is that he doesn't trust himself to not fuck up epically? Points for recognizing his limitations I guess. We are talking about someone who calls "Who is the target audience?" a tricky question.
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Post by Longes »

It sounds like what we're going to get a is a New Game (CodeName "Magic Shoe") that will go a very different direction with Mythic Europe and be a modern game etc etc inspired by Ars Magica, but not actually Ars Magica.
Magic Shoe is a game on Gumshoe engine in the "Ars Magica setting", where PCs are Quaesitors investigating magical crimes.
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Post by Username17 »

schpeelah wrote:
Anyways, I gather from his comments that: The perceived problem with the overhaul is that it could be a D&D 3 moment, where it invigorates the game and is a great thing. Or, it could be a D&D 4 moment where it backfires spectacularly and creates two segregated fanbases that hate each other for years.
So, the problem with an overhaul is that he doesn't trust himself to not fuck up epically? Points for recognizing his limitations I guess. We are talking about someone who calls "Who is the target audience?" a tricky question.
Basically... that is what it sounds like. Ars Magica is dying slowly. Every new year it gets a little more irrelevant than it was the year before. But nWoD and D&D4 died quickly. They put out new editions that were bad, and saw catastrophic drops in sales. Both struggled on for a few years, but the companies behind them eventually pulled the plug.

Ars Magica can't afford to have a catastrophic drop in sales because of a poorly done edition. D&D and World of Darkness had their market fall by an order of magnitude. If that happened to Ars Magica, they wouldn't be able to afford printing costs. It's certainly up in the air how long they can afford to maintain their slow motion contraction - but they probably couldn't afford even one year of catastrophic collapse.

The bottom line however is that I don't know why I would even check out Magic Shoe. Ars Magica made some ground breaking innovations in the late 80s, and the name carries some weight. If people said they had modernized Ars Magica, I would be interested to say the least. It might be good or bad, but they'd definitely have my attention. Magic Shoe is just one heartbreaker among many. It would take a fair amount of positive word of mouth before I even looked it up. Without the Ars Magica name it's just another fantasy game.

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Post by Prak »

I probably would check out Magic Shoe, given Longes' summation, but that would start with looking at the Gumshoe system and seeing if it did things I wanted in my games, and probably asking the Den's opinion of Gumshoe. I've looked at gumshoe very vaguely when I was working on Tides of Shadow to see how it handled Investigation, but as I understand Gumshoe, it handles Investigation fairly well, but combat almost not at all.

Gumshoe games, from what I've seen/heard, however, are like CSI:the RPG, where your job is solely to figure out puzzles with clues, you tell the real asskickers who and where, and your job is done. You head back to the lab to flirt with your average-appearanced but intellectually stimulating colleague and have a donut. It's not even NCIS the RPG, where at least you're assumed to have minimal combat training and the forensic computer scientist is a cute intellectually stimulating colleague.
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You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Post by Heaven's Thunder Hammer »

schpeelah wrote: So, the problem with an overhaul is that he doesn't trust himself to not fuck up epically? Points for recognizing his limitations I guess. We are talking about someone who calls "Who is the target audience?" a tricky question.
In fairness, the context he's talking about depending what is done with the edition - big new shiny edition in bold new direction: audience = some fraction of existing base + some unknowable amount of new interest

Moderate changes, clean up, (mostly) backward compatibility = most of existing base + some unknowable amount of new interest

Really, he specifies the audience in one of the quotes I had:
So, I suspect that the things that keep Ars Magica minority are the crunchy magic system, detailed downtime activities, and pseudo-historical medieval setting. You can't actually discard any of those and still have Ars Magica.
Or am I just being particularly dense? I don't have much of a business background so I get the sense I'm missing something.

FrankTrollman wrote:
Basically... that is what it sounds like. Ars Magica is dying slowly. Every new year it gets a little more irrelevant than it was the year before. But nWoD and D&D4 died quickly. They put out new editions that were bad, and saw catastrophic drops in sales. Both struggled on for a few years, but the companies behind them eventually pulled the plug.

Ars Magica can't afford to have a catastrophic drop in sales because of a poorly done edition. D&D and World of Darkness had their market fall by an order of magnitude. If that happened to Ars Magica, they wouldn't be able to afford printing costs. It's certainly up in the air how long they can afford to maintain their slow motion contraction - but they probably couldn't afford even one year of catastrophic collapse.

The bottom line however is that I don't know why I would even check out Magic Shoe. Ars Magica made some ground breaking innovations in the late 80s, and the name carries some weight. If people said they had modernized Ars Magica, I would be interested to say the least. It might be good or bad, but they'd definitely have my attention. Magic Shoe is just one heartbreaker among many. It would take a fair amount of positive word of mouth before I even looked it up. Without the Ars Magica name it's just another fantasy game.

-Username17

So Frank, in perfect world, what direction do you think Ars Magica 6E should go?
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Post by Username17 »

DC wrote:So, I suspect that the things that keep Ars Magica minority are the crunchy magic system, detailed downtime activities, and pseudo-historical medieval setting. You can't actually discard any of those and still have Ars Magica.
This is definitely not true. Pseudo-Earth with magic in it was the biggest RPG in the world from 1996 until 2000. Since then, Harry Potter happened, and there is absolutely no way you can keep a straight face when explaining that secret societies of wizard academics learning magic and fighting evil wizards is any less popular today.

The problem with the magic in Ars Magica is not that it's crunchy, it's that it's incoherent. Imagem is based on manipulation of ancient theoretical things that don't exist and don't make sense. There's no way to fucking parse that, because we don't live in a world that is described by the philosophical framework that called for sensible species to be a thing. And very importantly, since that system was eventually discarded for not describing the world and not being internally consistent, there's no way to know what a world that did have those things in it would look or behave like.

The pseudo-medieval setting is not a problem. The level of crunch is not a problem. The fact that they are trying to make pseudo-medieval philosophical theories "true" is a huge fucking problem. Medieval history you can just look up. There are kids' books that discuss the period and fat historical tomes and everything in between. You can open up a google search and answer a question about battles and royal decrees in seconds. But you know what there isn't any of? Descriptions of what the hell things would look like if the world used Aristotelian falling. Because that shit is counterfactual and doesn't make sense. I mean sure, you can get the Galileo story of how he disproved Aristotelian falling by dropping two spheres, but how the world could actually wok if that experiment had come out some other wayis anyone's guess.

And not to put too fine a point on it, but there are actually an infinite number of ways that Galileo's experiment could have gone to confirm Aristotelianism. If that shit was "true," heavier things would fall faster than light things by some amount. But he didn't record that number, because it doesn't exist. So just saying "Aristotelianism was right instead of wrong" isn't enough. You'd have to define a whole new set of constants.

Saying "It's the real historical world except that there's some real magic" takes like one sentence plus however long it takes to explain your magic system and secret orders of wizards. Saying "It's superficially like real world history except that the heavens are a bunch of crystal spheres and human arteries are full of air and thousands of pages of counterfactual medieval natural philosophy theories are true instead of false" is just madness. It's worse than being too complicated, it's unparseable.
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All of the medieval philosophy shit has to go. The setting should present a clear vision, and that clear vision is "It's 1220 in Europe, and you play the Wizards, warriors, and peasants in a secret magic barony." The system needs to be less bullshit. Rolling a truncated d10 and adding 34 is bullshit, and needs to stop. The system doesn't need to go into weird experimentalist storygame shit, it just needs to look like something that was designed in the 21st century - or at least the late 90s. If it goes with dice pools, those need to be fixed difficult dicepools. If it goes with a curved RNG, it should be something explicable like 3d6 or 2d10. If it goes with a flat RNG, it should be a d20 or d100 plus bonuses against a target number. Bottom line, you need a combat system that is at least almost as good as D&D3. You have the advantage that you are not expect Grogs to meaningfully "level up," so you could actually cut corners like with 4e's Minions without that making the game collapse.

Absolutely the divine needs to be hands off and ineffable. An activist God makes hash of the literally three crusades going on during this period, and telling the audience that you know what God wants is deeply offensive to absolutely everyone who doesn't perfectly agree with you and not a small number of people who do. A game like this needs to walk on eggshells when it comes to real world religion, not rub peoples' faces in your personal vision of the creator.

Relations between Wizard Covenants and the three estates need to be provided. Based on the period, my suggestion would be that the Bishops should be mostly hostile, the Townsfolk mostly fearful, and the Nobility to be mostly covetous. But you need to lay down something for the players to sink their teeth into.

But the biggest thing is that you're making a game about logistics and dragons. Having the logistics rules for the Wizards is fine and necessary, but you need to extend that to the other characters. Doesn't have to be huge. Like a page listing medieval jobs, two pages on towns and markets, three or four pages of medieval goods and prices, and a couple pages about grain yields and wealth generation. Counting the support for Coopers and Chandlers in the Abilities chapter, you could probably provide things for the Grogs to be doing out of combat in like 10 or 11 pages.

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Post by Prak »

Frank, on the subject of Aristotellian Physics, would it be as problematic to say that the world functions on real physics, but magic uses Aristotellian? Like the part in Methods of Rationality where Harry realises brooms operate on Aristotellian philosophy, not mundane physics and just has to shift his understanding to that?
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Post by Username17 »

Aristotelian physics is neither coherent nor finished. Really smart people spent the better part of two thousand years trying to make it work, and they never could because it is wrong. We're talking about a system that doesn't have inertia in it. What the fucking hell does it even mean for objects to interact in a non-inertial, non-frictional, non-gravitational reference frame? You can't even imagine how it would all fit together. Very smart people spent centuries trying to imagine it and they all came up cold.

Like with the history thing, if you want to have the game be explicable in less than ten thousand pages (not even kidding: ten thousand), you need to have it be "Like our world plus some magic stuff." You can't have it be "Instead of our world, it's this crazy incoherent philosophical system that people abandoned in the 16th century for being unworkable."

Magic just needs to have its own rules for what it does and doesn't do, and then things it creates or forces it applies act in entirely Newtonian ways because anything else is literally inconceivable. As in, you can't actually conceive, let alone describe in the middle of a cooperative storytelling game, how it would work.

Characters in the world can go ahead and not know that ballistics travel in parabolic arcs. People in the 13th century did not know that. Most people today do not know that. But the actual objects themselves have to travel in those parabolic arcs, because otherwise the players playing the game cannot model where things land.

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Post by Prak »

Fair enough. I was just curious because of that one thing in Methods of Rationality and might not knowing much about Aristotellian Physics.
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Post by Grek »

As an aside, the HPMoR "Aristotellian Broom Physics" thing is literally just that magic brooms are propelled by the magic instantaneously altering the broom's velocity without any acceleration. Brooms work under normal physics outside that one unusual case. That violates all sorts of conservation laws, but it's something that you could in principle make a physical model for and run in a game.
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Post by erik »

I like 2d10 as the RNG for Ars so going with that.
The Characteristic system doesn't have to be pitched entirely but I would like to change the stats a bit

Mind (Reasoning + Perception)
Body (Strength + Stamina)
Charisma (Presence + Communication)
Agility (Dexterity + Quickness)

As a Magus you get 6.4.2.0 to dole out amongst your 4 base characteristic groups that are split between two characteristics each.
So a sample starting magus could be
Mind 6 (Reasoning 5, Perception 1)
Body 0 (Strength -2, Stamina 2)
Charisma 4 (Presence 4, Communication 0)
Agility 2 (Dexterity 3, Quickness -1)

I'm not set on the starting numbers, but I am pleased with the groupings of abilities as people more focused on reasoning might become less aware of their surroundings. Muscles focused on bursts of strength are less trained at endurance. People more able to become proponents of their point of view might have less empathy for other's positions. And doing delicate maneuvers with hands can be counter to being quick. I know this conceit is not perfect but it has enough going for it that I like it.

I imagine on occasion some rolls could require rather than just a single characteristic a combination of the two (and the DCs for these rolls should oughtta be higher as more it is more difficult to do something precisely and quickly, for example).

Main mechanic: Characteristic + Ability + Support + Roll vs. DC

Abilities... I'm out of town and away from my RPG resources I'll hold on this for now, other than expecting that the bonus from an ability is no more than +5.

Support. This is the benefit of your covenant, your various labs, grogs and such. Again no more than +5 bonus here.

+5 bonuses would be the extremes. I'm sticking with that number since it allows a significant amount of granularity.

Magic:
Continue with the 5/10 split of verb/nouns.

To deal with the problem of some verbs simply being better/able to replicate others we treat spell difficulty/levels by the most difficult aspect of what they are accomplishing. So destroying a person and changing a person into a rock are equally hard.

Nice thing that I like about the forms and techniques are that they lend themselves very well to a study pursuit where student Magi can actually be enrolled in their Muto class and studying for their Auram final and what not.

If playing in the 12th/13th century setting then there are going to be lots of wrong ideas about physics, biology and whatnot. And most importantly, as Frank described above, they are wrong. In modern setting (20th or 21st century) you can have a return of the magic. Maybe someone done fucked up in the 1300's or sometime thereafter and either killed off or trapped enough magi in the faerie realm that they effectively were wiped out. The plagues/inquisitions succeeded in wiping them out at least so that all that remained was a hedge mage here or there in hiding. Anywho, whatever happened, a few covenants survived by leaving Earth and have found means to reconnect via various portals.

This gives us our notnariawarts. You've got a few covenants built in absurd fantastic locations, on top of a cloud, underwater, on a volcano, in an animate grove and the like. The covenants have an uneasy truce and want to gain status and rebuild their might by getting new magi. The teachers are either from the 12th century (longevity + intermittent torpor/stasis) or raised by such, and a lot of them have horrible social outlooks coming from ages of slavery, racism, dogma and just ignorance. So some of the students will be "pureblood" kids raised in this shitty environment, and others will have modern ancestry and sensibilities. The covenants are learning about science and the new world, but slowly.

Lots to do in mage school. Students having adventures. Become TAs/teachers who have to teach classes and have adventures. Graduate, go out and start your own covenant with your friends (possibly upsetting your alumnus unless you pay fealty to them?).
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Post by Username17 »

I personally don't have strong opinions on what stats are chosen. I think it's a no-brainer that stats should all be positive numbers, and the list used in Ars Magica is too long and not remotely balanced. But aside from eliminating the negative numbers by right shifting the number line and shortening up the list to make it a bit less full of dumb, I don't have strong opinions. A new edition could plausibly choose from a very large number of reasonable stat layouts with between 3 and 7 stats that were therefore big or small comparatively.

The Noun/Verb system is horribly broken. It just is. That's... acceptable. Troupe Play does not require characters to be balanced against each other. That being said, the actual list of nouns and verbs that Ars Magica has been using are total fucking bullshit. Imagem is inexcusable, and it's not the only one that is about things that aren't real. Vim is almost as bad. Herbam is just extremely weak. The verb list is... crap. Creo is cut and dried and everything else is bullshit. Intellego is simply weak sauce, but Perdo, Muto, and Rego are all incomprehensible gibberish. The verbs would be better if they were replaced with colors or feelings or something. Having a discussion about whether an effect was Sad Fire or Angry Fire would be just as bullshit as Rego/Muto discussions are now, but at least it could potentially be balanced and have a genuine theme or feel. "I only cast sad spells" would be no weirder than what we have now and way more grokkable.

But really, Ars Magica requires a magic system that has a lot of downtime accounting because Ars Magica is a logistics and dragons game about studying for power. But it doesn't require anything remotely similar to the system it has had. You could go with something that was actually based on Hermetic thought, with the three great knowledges of Alchemy, Astronomy, and Theurgery. You could have five to seven color coded arbitrary magical schools that each got their share of the magic space. You could go the full Harry Potter and have over 20 magic categories with names ending in "mancy," "ology," and "ation." The point is that it doesn't fucking matter. All that matters is that you can explain to other people at the table how it works and have it work basically the same way at two different tables. That is not a high bar, and it is one which Ars Magica's traditional noun/verb shenanigans does not reach.

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Post by erik »

On doing away with negative stats I don't care much either way since it's all just shifting the DC. I get that it's easier to Add than Add and Subtract, but unless you are doing away with penalties entirely then some subtraction is going to remain in the system's DC checks anyway. Meh. Crack on.

Having 8 stats chunked into 4 pairs seems fine to me. Heck, doing it that way could even let you focus a bit a la Arkham Horror. Temporarily boost your Quickness at the cost of your Dexterity/accuracy, stuff like that.

Replacing the Forms/Techniques with alternatives is jolly good. My notion was mostly to make the spells themselves balanced in casting cost for what they did and not what noun-verb combo you used to accomplish it (Darkness as a spell would have a stat line indicating it could be cast via Perdo Auram, Creo Acerbus, Muto Auram). I don't know if this is untenable since some of the verbs are certainly bullshit. You'd basically just hard-code spells and say, "Yes, you'd expect you could replicate this via Muto since it can do fucking anything, but it turns out Magic says no." It's bullshit, but it isn't surprise bullshit if the spell list is already laid out, and some amount of bullshit is unavoidable.

What I want do do is to maintain some of the DNA of potterverse and ars magica. Stupid latin casting phrases are fun even if gibberish.

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Post by Korgan0 »

Just out of curiosity, how have studied Aristotelian medieval metaphysics at a university level? Hell, how many of you have studied Aristotle at a university level for more than a week or so? Raise your hands if, without googling, you can tell me whether Ockham ran more towards realism or nominalism.
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Post by Username17 »

Korgan0 wrote:Just out of curiosity, how have studied Aristotelian medieval metaphysics at a university level? Hell, how many of you have studied Aristotle at a university level for more than a week or so? Raise your hands if, without googling, you can tell me whether Ockham ran more towards realism or nominalism.
If those questions have anything at all to do with parsing the action resolution in a fucking tabletop roleplaying game, those rules are bad and need to be changed. Your attempt to whip out your epistemic nerd wang only showed how wildly inappropriate that wang is for cooperative storytelling about wizards among your friends.

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Post by Prak »

There should totally be a game about flogging one's nerd wang, but it's a party game at most.
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You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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