Hello,
I love Ars Magica, I really do. In fact I like it so much that pretty much every time I pick up a book and read through it I get another awesome idea for a potential campaign that will probably never be played as I lack people around me that would want to play it. I figured though, after thinking about it for a while, that I might as well post two of the short (in words, not in how epic they would be) campaign ideas that I had.
I hope you guys find it interesting, and I definitely would not object to your ideas on the points.
(PS. These are not polished theories or anything, they are just some ideas I had and definitely could use some work and further thinking about.)
Idea 1 - Alternate School Founders
The idea for this Campaign is that the players come together to be the Founders of the first great magical school in the known world. The main arc that will start the game is all the preperation for its establishment, not the process of actually teaching newly arrived students the Art of Magic. I would probably start the game set a little before the traditional start, that way the epicness of creating a school that will in theory survive for over a thousand years (if it lasts to the present) can be played out, but that is just me.
This first arc will be based on developing new magic, finding and securing a location, pushing back mundane and supernatural threats, gathering the mystical and mundane resoruces needed, building the school, recruiting and hiring teachers, and finally getting enough students to make the first class actually be successful. So many steps need to be done, and most of them are quite quite campaign worthy. Letting the players choose where the site will be - probably from a somewhat broad list, will let them have a say in where the school is. If they get to communally design its appearance then it will let them have more a feel for it. Same with all the other elements.
To focus the players on the 'mission' to found a school a number of options can be chosen. One way is to have the players establish a backstory in which they have previously corresponded with each other, sharing thoughts and dreams and wishes, and so they all know they have the dream in common. Another idea is to have the player magi be part of a covenant with an elder archmagus who either trained them or was on good terms with them. Maybe on his death bed he brought them all together and asked them to consider it, to see his dream come to fruition. Though he was sorry he wouldn't be around to see it happen.
There are two issues that restrict this sort of campaign, and there are many ways to solve it. The first issue is the one student to teacher restriction about learning the Hermetic Arts. This can be corrected through many different ways, things like virtues or breakthroughs or even just a general change to the rules (allowing Hermetic Arts to be taught like regular Abilities). The second issue is the whole Gift and the social penalty that it creates between mages that do not have the Parma Magica. This also can be modified in a number of ways, though I wouldn't recommend something as major as the Parma Magica being taught in the first year of the school.
An idea that I had was to have the archmagus (mentioned above) discover a breakthrough, one which would create something an alternate Opening of the Arts. Those who had their Arts opened using this new technique would gain two general benefits that older magi do not have and which would make a school possible. The first is that those opened with the technique naturally have no social penalty as it pertains to others that have the Gift, basically its changing it from something gained from the Parma Magica to something gained by the Gift. (This won't effect how mundanes are effected by the Gift, that part is still exists, it just makes it possible to treat child magi as adult magi in the way they can interact without anger, jealosy, fear and rage getting involved.) The second benefit is that due to the social nature of the opening those with this variant are capable of learning the Arts in the same way that everybody else can learn Abilities. Of course, this would have profound changes to the world - but that is the point, the game is about a school being founded, so this is not something that would come as a shock to players entering into the game. As a note, if players and STs are interested, they could always have there be another effect, and this would enable it be like the Subtle Opening in one of the books - it would allow magi to learn other supernatural abilities without having a penalty be imposed based on their Art scores. This would enable those of the school to have an easier time in learning specialized non-Arts magical abilities (so you know to symbolize effects that could be considered ancestrial magic and the like).
The players - who would be the Founders of the school - themselves could have had their Arts opened using this specialized technique. They might not have realized it or thought that anything about it was super special, especially if the archmagus kept it relatively secret. (Heck, a story seed could be one or more of those he tried opening the gifts using his new technique but failed at it could come back all angry and jealous and enraged, maybe even Infernally empowered and seeking revenge).
As a note, there could be an interesting story arch if the players pick a site that has some sort of spirit (be it Magical, Faerie, or even Divine) guardian or genius loci - getting the spirit as an ally and helpful force could make the resulting school have a level of consciousness that could lead to interesting stories and plots. [Picking Divine would be an interesting development, especially if it seems that the Divine doesn't actually object to the plan, and maybe might even help the project along if certain faithful actions are undertaken - but this is a subplot that should only happen if players are interested in such a thing.]
Possible Locations
- A site in Britain, where aspects of the Old Way still hold power.
- A site in Germany, where there is still much ancient magic in the forest.
- A site in the Alps, where the new school could be hidden in the high mountains.
- A site in Italy, where the presence of mundane politics could give great power to what is being born.
- A site on an island in the Mediterranean, which is still relatively close to the rest of civilization but also far enough that the school could spread out as much as it needs to.
- A site in Iberia, a place that combines the Western world with that of the Arab world in much more relative peace than can be said for the Levant.
- A site in Greece, a place with both elder magic and ancient civilizations both combine.
- A site in the Holy Land, where the four realms of reality all seem to come together to create a land balanced on a knife point.
- A site somewhere beyond the straits of Gibralter, in the great Atlantic Ocean, far from civilization but somewhere that ancient myths and legends tell of the great potential for power.
- A site in the air is chosen, be it an island uplifted from the ground or a castle made to fly.
So that is idea one.
Idea 2 - Roman Foundations of Hermetic Order (Alternate History to an Alternate History)
This one is much shorter as to run it a huge alternate timeline would have to be created. Bascially, the point is that unified theory of magic and thus the Hermetic Arts are formed during the time of Julius Caesar and the rise of the Roman Empire. Basically, before leaving Rome he meets a Roman wizard (whose role is related to Bonisagus) who is starting to research the theory underlying magic. Caesar keeps in contact with the wizard, and overtime sends him some of those he finds who can work magic so they can learn from him and teach him their magic - including a druid he meets in Gaul who teaches spontaneous magic. Because of all the changes Caesar isn't assassinated and the Roman Empire won't collapse. So yeah, supporting the Roman legions, government, and citizenry are the magi of the Comitia Hermes, the empire-wide order of magic. Obviously in a setting like this there won't be any prohibition or negative outlook on a mage being a Court Wizard. In fact it would be expected that a young mage would spend some time working with the legions, the Roman Senate, or one of the provinces. The tribunals that we all know and love would be replaced with the natural Provinces, Diocesis, and Prefectures of the Roman system - however it would form in such an alternate history.
Many of the same campaign possibilities that would occur in the real Ars Magica campaign could occur in this one. That said, an interesting twist would be that without the fall of Rome the Christian religion isn't dominant and so the Divine hasn't truly begun encroaching on Magic and Faerie.
This sort of campaign throws Mythic Europe out of the window, and really would probably work best if one looks at it as a more fantastic campaign than even the standard Ars Magica one. For those who love true alternate history and the idea of Rome never falling, well, it could be pretty fun.
Well, that is it for now. I hope that these ideas are found to be interesting, even discussion and saga creating worthy. And I hope you guys find it as fun to think about as I did in creating the outline.
Carl