OK, folks, I've been (eventually!!) ableto get my AnM copy and immediately went totally nosedive in it (well, trifle things like job, family, and S.O. permitting), so these are my impressions from first reading:
A) the new rules for lore-assisted breakthrough research are quite welcome and useful and a very nice adjunct to ArM. They look like much more smooth and functional than original research and I see their usefulness in all those cases research to expand hermetic theory can be asssited by a relevant pre-existing amount of mystical lore. Not just the nine ancient magic traditions, but also any other form of non-Hermetic or hedge magic or existing Hermetic or Supernatural or Mystery Virtue that some character may want to integrate in mainstream Hermetic magic.
B) As a general note, all the chapters regarding the various lost mystical artifacts and locations looks rather nice and well-done, and interesting goals for an ongoing Indiana Jones-like group of questers, with enough stuff to let people adventure and research for many months of real-time time and some years of game-time.
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The quest for Adamite Language looks rather interesting with a clever rendition of Caine and a tough (but not impossible) puzzle of getting entrance to the Garden of Eden. Personally I'm just a bit hesitant to use the adventure as it would nail down the literal Genesis creation tale as an in-setting objective truth, and that's maybe more than the anti-Christian sympathies of this gamer would admit, but otherwise is fine. The adamite breakthoruhg, unlimited Arcane Connections to everything and massive Penetration bonus, is a quite nice addition to Hweremtic magic that would significantly improve its effectiveness, but its Parma-bypassing properties would give pause, unless a way is found to make Parma resistanto it (dunno, maybe using Adamite in the Parma ritual would make it immune ??)
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The Grigori quest is the other Biblical mystical lore. The quest itself looks rather appealing, with a nice mix of research and exotic locales. The breakthrough, shattering the Limit of Vis, is rather welcome (personally, I've never seen The Limit of Vis as adding anything of value to to the game; "shopping list" stories to get just that Vis quality look rather meh to me), but not particularly impressive for the involved effort. One might also do some research to integrate Hermetic Alchemy and would get the same result.
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The Canaanite necromancy quest is another case where the adventure itself, with ancient pagan regiones in Holy Land, looks rahter more appealing and engrossing than the prize. Unlimited Necromantic evocations with no need of Arcane Connections... well, maybe appealing for some ghost-summoner specialist, but again, there are other bodies of mystical lore (Adamite, Defixiones) that allow to bypass thuis limit in a much more radical way. Nice quest, good for getting rep in the Order, but not world-changing, although getting ullimited access to the dead can raise all kinds of political trouble; the Order is chock-full of skeletons in the closet.
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The quest for Heron's intelligent automata. I can't say much about this. Craft magics and magical automata hold very little appeal for me, so I largely bypassed this chapter. Leave it to the Verditius fanboys, I'm sure they'll find much of interest here to expand their own Mystery secrets.
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Rune magics. Ahhh, my heart warms at the sight of old Norse stuff and the Order of Odin finally getting back a rather well-deserved place in modern ArM. A very nice set of quests to bring rune magics under the greedy grasp of Hermetic mages, and a clever way to push back the Limit of Creation and expand Hermetic enchantments in interesting ways. Enchantments that keep the natural quality in objects, but expand and enhance ntural potential. I judge it the same way of Adamite, I would quite welcome this breakthrough, but not without finding a way to make Parma resistan to it (maybe integrating runes in the casting of the Parma ritual ?).
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Fertility magics. Ahhh, how much I've liked this one. Neolithic pre-historic fertility shamanic magic enters ArM. Do some archeological research in neological picture-caves and you may customize your offspring or adopted apprentice to order. This has the potential to revulionize the Order and Mythic Europe society in significant ways (allowing a population boom of Gifted apprentices with customized swets of Virtues and Flaws), and I0ve liked this one so much that I'm sorely tempted to introduce it in play immediately as an already-integrated Mystery Virtue, even if the Quest itself is rather nice to play.
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Defixio magic. Journey all over Mythic Europe and rediscover all the pices of the various Chthonic pagan mystical traditions puzzle to integrate the secret of event-triggered ritual magic and eventually, entirely do away with the Limit of Arcane Connections. The first one is, just like Fertility rituals, a nice balanced addition that I'd make to Hermetic magic immediately to show its dynamic evolution potential. The latter is a truly revolutionary advancement that would greately improve Hermetic magic and the standing of the Order in Mythic Europe. I do not mind too much the game balance concerns (Mages will still have Parma, so this is better than Adamite), but the change is big that a group must be aware of it. As for the quest, given my strong sympathies for pagan magic concepts in ArM, I cannot be but ethusiastic for it.
8 ) Hyperborean magic. My, my, a very nice functional and well-rounded non-Hermetic trad, which would be easy to resurrect with some polishing, an appealing "lost mystical city" quest, something like an earth-bound Atlantis, a story which some a lot about the dark, ugly side of the Founding of the Order and the destructive ambition of some Founders. What could an ArM fask for more ? Which better amends could modern Heremtic mages for the crimes of their ancestors than to resurrect and integrate the lost secrets of Apollo's scions ? As for the quest, same (enthusiastic) opinion as for the Defixion one. The breakthrough, well, there's a treasure trove of potential ones. Upping the Ritual limit to 19 years, well, same opinion than for the event breakthrough, a nice, welcomed, and game-balanced discovery that would show Hermetic theory has ongoing dynamic potential for evolution. Incorporating ritual effects in enchanted objects, this is an effective way to bypass the Limit of Creation, but anyway, hyperborean lore holds the grail prize itself, the way to do way entirely with vis requirements for ritual spells. Just like the Limit of Arcane Connections, this is a truly revolutionary improvement for Hermetic magic, so troupes must be aware of what they are getting into, since this will radically improve the power standing of Heremtic mages vs. the rest of Mythic Europe. However, IMO, it can be done and still retain the potential for telling meaningful ArM stories. I do not share the opinion of those who regard the Limit of Creation as the cornerstone of game balance: personally, I do not regard the hinderance from lingering wounds due to difficult or limited healing magic as something remotely desirable that may add anything of value to typical gameplay, and mages being potentially able to churn out unlimited amounts of food or precious metals or mundane equipment is something that will steal fun from play only if the chronicle is heavily involved in the management of mudane resources for the covenant.
- Questing for Ptolemy's coordinates and the Grden of the Hesperides. I'm of two minds about this: the quest itself is very, very interesting, effectively it is the pagan equivlaent of questing for the Garden of Eden. It adds a very clever twist anmd so-far unsuspected depth to the setting and the origins of the Order and magic itself (pagan "lost land" ruled by non-Hermetic wizard-kings survivors of Atlantis, cosmic wars between the Realms of Faerie and Magic, a millennia-long intrigue, what could a player ask for more ?), but the breakthrough itself is a little meh in my eyes. Not that I would disparage the usefulness of having unlimited Arcane Connections to any place, but then again, why not quest for Adamite or Defixiones and do away with the limit entirely.