Per I. Mathisen said: > On Mon, 8 Dec 2003, Samuel Penn wrote: >> Have you seen Ars Magica? For Magus characters (which the game is very >> much based around) what they study and how they study it is a big part >> of the game, and often drives the narrative, especially when resources >> are limited. > > I've never seen Ars Magica. Could you say a bit more about it and how > this character advancement system works? The mechanics are pretty simple, and not much different from many other game systems. You get XP, which is put on skills to raise them. XP can come from an adventure, or it can come from study of some kind. The important thing about Ars Magica however is the setting, and the assumptions made for the campaign. The PC magi all live in a covenent (be it a keep, dark tower, town house, mystical cave etc). Time is measured in seasons - which is used as a study period. Initially, as young magi build up their covenent, they probably spend most of their time on adventures, earning XP the hard way. As they settle down though, they spend more time in their lab, involved in study and experimentation only to pop out to go on some adventure once a year or so. It's one of the few games were a common cause of PC death is old age. The best way to study and improve your magical arts is by reading a book. To do that, you need a book. If you're lucky, there's one in your library. It's more likely that the sort of book you want isn't immediately available, so you need to go find some other magus, probably older and more powerful than you, and beg a book from them. Oh oh - social interaction. That social interaction may then lead to having to do an 'adventure' to solve some nagging problem for the older, wiser, magus. It may require some exchange, maybe a promise to copy out some nifty spells the PC has invented themself that the older magus would like to learn. If the PCs want to get involved in politics (within the Order of Hermes, and sometimes there isn't a choice of avoiding such), then favours and promises rise up again, PCs may be required to study or learn in order to fulful such a promise. Maybe they have to write out a book detailing their own knowledge. As well as study, there are other ways to spend such time - inventing magical items (improvement of a sort), or finding and 'binding' a magical familiar. The rules are extensive enough to make doing all this interesting (it's not like d20, where you get a feat, spend some cash and XP, and you have a +2 sword). There's several pages worth of rules detailing the options available to a magus wanting to write a book - whether to illuminate it, quality of paper and ink, etc. This may sound overly complex, but it helps many players really get into the game, and making the whole process much more interesting. The ultimate goal for many is to find and train an apprentice. With such comes the bonuses of someone helping your lab work, but also political and social responsibility. At the end of the day, it's all just an excuse for the player to improve their character. But the way the background is set up, means that this forces involvement with the outside world. The political ramifications of this involvement may feed back into new requirements (a spell to find a magical gateway may be needed), which leads to more study and advancement. It's not for everyone, and it is one of the systems which require players to do a lot of work outside the game (planning their seasons of study, designing their uber magic item), but it is one of my favourite games, and about the only one where character skill development is a major part of the game, rather than just 30 seconds at the end of the session, when the GM says "you can all have 3 XP". The PDF for ArsMagica 4th Edition is available for free (not Free) on the web somewhere, though I forget where. -- Be seeing you, Sam.