Saturday, 28 June 2025

Ars Magica - review, retrospective ?

 Imagine a medieval Europe where everything that people believed then existed or could exist. Magic is real, Dragons are real…

No wait… come back… this isn’t Game of Bloody Thrones.

This is your actual Europe with France and popes and all that too. Welcome to Mythic Europe.

I heard Adrian Tchaikovsky (off of books) talking about Ars Magica the other day and, with the imminent release of the definitive edition, thought to myself, why not spew forth a load of pixel words on the subject.

So Ars Magica (which as we all know is Latin for Anus Sorcery) is commonly held to have the best magic system of any TTRPG. The deceptively simple combination of 5 verbs and 10 nouns that allows you to define pretty much any spell you could think of.

But there is much more to it than that.

Much like Traveller, it has a fairly simple dice mechanic that is then used to power a range of sub-systems adding complexity to the game, from researching spells to improving your covenant (i.e. base).

And you are in for the long run. Pendragon may have campaigns that run for generations but your wizard can live for 300 years. Typically the game will start in the early 13th century but I am aware of campaigns where the mages had relocated to the new world.

The setting does pretty much cover everything that people thought was real in Medieval. So your wizards will have to deal with petty nobles, malevolent faeries and the church. And yes, God is definitely real here but similarly so are demons. And both are likely to be bad news for mages. 

There is a wealth of setting material covering Iceland down to Africa and from Iberia to the Middle East (albeit some books are nominally for earlier editions).

Another thing that makes the game out is that it pretty much invented the idea of troupe style play, where each player has multiple characters to play - a mage, a competent non-mage companion or one of a shared group of red-shirted soldiers and servants called grogs.

So why play these non-magical characters? Well Ars Magica is a fairly unique RPG in you don’t really get more powerful from doing adventures. You get more powerful from doing research. In fact, going off on adventures just wastes valuable experimentation time.

In most scenarios I played, much of the first session would be the mages bickering about who would have to go and do the adventure. Once that bit was settled, the unlucky mage plus the other players companions and a bunch of grogs would head off to do the adventure.

Furthermore, nobody likes mages much - this is an effect of the magical ‘gift’. So you tend to need companions and the like to help with interactions  with normal people.

When I played we took the troupe style play to its extreme and rotated the GM role too. This had the advantage that everybody got to play all the roles but the downside was that… well I was pretty terrible at GMing it.

So what about the downsides. Well some of these may turn people off.

Well it is quite a daunting game. There’s a lot of setting (albeit one you are likely to have some idea about) and there’s a lot of maths involved - some dice can double and there’s a lot of point buying with numbers that can get quite high. I think the latest edition (5th) is slightly less complex than the 4th edition I played but it’s still likely to be an issue for any maths-phobes.

It’s also fairly easy to make yourself a Magus who is a load of crap. Particularly, if you are a new player. I think the 5th edition character creation helps with this and indeed many disadvantages you pick up can drive the story forward.

There’s a lot of Lore too. The 5th edition is “complete” covering almost the entirety of the setting in 40-odd books (with any exceptions covered in earlier lore books). However, I found a lot of these to be fairly dry reads. On the other hand you can ignore it - we played for over two years using only a core rulebook, an AA roadmap, a couple of errata printed from the internet and what we knew about the Middle Ages.

The game is designed for campaign play so a one-shot is unlikely to show it off in its best light. 

None of those issues were big problems for us. In fact, Ars Magica gave me many of my favourite gaming moments.

So in summary, should you meddle in the affairs of wizards and play Ars Magica? Well yes… if you have the time to play a campaign.  The new revised rules are pretty pricey but there’s a lot of game there if you want.

As for me… well,  it would be good to GM it properly. Maybe I’ll play around with the rules a bit.

Hey, if you’ve got any questions or comments get in touch.



Wednesday, 18 June 2025

Maven Mayhem Part 2

(Part 1)

We resumed the investigation into Albert Krause’s death after a brief recap and a flashback to a dream that Daisy had about a bridge between two Brindlewood Bays and dead fish saying the word “Void”.

Daisy and Rosemary were visited by Emily Krause as expected but also her annoying brother David (dressed rather improbably in the hind legs of a pantomime horse and a shirt designed to look like it was made of straw).

The Mavens spotted the David was carrying a concealed gun and that Emily was engaged in an intimate text conversation with an illicit lover. Daisy was also convinced that one of Emily’s Pokémon tattoos had evolved into another one.

Meanwhile Margaret and Laura headed to the yacht using the ploy of delivering some sympathy flowers from the townspeople. This seemed to work and a number of clues were discovered from snooping and talking to Alison Krause (Albert’s wife) before the butler became suspicious and politely asked them to leave.

The Maven all met up and compared notes. The clues all pointed to David being the culprit - Albert had discovered he was involved in an art scam and had died following a confrontation.

Then they gathered the suspects at the fish market. David tried to escape but fell into a fish cart and was promptly arrested.

Afterwards they had a rather strange encounter with the yacht captain who said his family had been living in Brindlewood Bay for many years and gave the Mavens a warning (threat?) that people in Brindlewood keep dying or mysteriously disappearing…

GM notes: the players seemed to want to track down every clue imaginable so I had to encourage them to Theorise. I struggled a bit this week with role playing all the suspects but we seemed to muddle through.

We’re going to play Starfinder next week but the Mavens are likely to return…


Saturday, 14 June 2025

Maven Mayhem

So I ran my first session of Brindlewood Bay: Dad Overboard

Cast:

Rosemary, Margaret, Laura and Daisy

After a pre-credit dream sequence involving a masked figure, Daisy woke with a start. Then the Maven’s got on with their cosy day.

But later Sheriff Dalrymple interrupted the Maven’s book club to ask for help proving the death of a financier was foul play (although he specifically told them not to solve the murder or interfere with the body) otherwise he would have to release the body.

It turned out one of the victims daughters, Emily, was a friend of Daisy’s daughter. She phoned her up and invited her around for cake the next day.

Rosemary and Laura went to the tourist fish market where the body was being stored. Using the ruse of looking for Rosemary’s cat they managed to make their way into the cold storage. Inside the body’s suit pocket they found the results of a paternity test suggesting somebody had a different father than expected and also overheard some locals saying they had seen two of the siblings arguing violently.

Margaret went down to the seashore to inspect the sight where the body washed up. The area was cordoned off but nearby she found a dead cod with a dead rat in its mouth. Strange…

Daisy tried to get one of her late husbands political contacts to pull some strings to stop the Krause’s yacht from leaving. Unfortunately, the contact was a close personal friend of the Krause’s so would help with that but did reveal that somebody had been uninvited from Allison Krause’s big charity fundraiser party.

The next morning, Daisy was telling Rosemary how to make flower decorations for cakes when the phone rang… Emily had accidentally redialled Daisy and they overheard something that led them to believe Emily had other issues on her mind apart from her father’s death.

Meanwhile, Margaret was in the process of preserving the cod and rat explaining to Laura the process. Comparing notes from the evening before, they realised that the person who found the body said he was still alive when they phoned the police and ambulance.

With that we wrapped up for the night with a mid-credit grisly scene sting of some mysterious eye gouging cultists.

Keeper notes: it took us a bit of a while to get the hang of this. It took a while for the players to understand that I wouldn’t give them more details on the existing clues but instead give them new ones. I had a bit of trouble distinguishing day/night moves from meddling moves.


Ars Magica - review, retrospective ?

 Imagine a medieval Europe where everything that people believed then existed or could exist. Magic is real, Dragons are real… No wait… come...