[color=green]
[quote="Eldragil"]
Vagueness in mileu and metaplot doesn't bother me nearly as much as vagueness in the rules. The bit about branches of the arts, for example, is so vague that it feels a bit like I've paid $30 to be told "make something up." I didn't really need to spend my hard-earned green to do that, now did I? 
So, to be clear, your preference would have been me telling your player characters that they cannot write the best book on X, because it had already been done? Or that there was no perfect book on X, so the covenent should go for ther perfect book on Y instead?

[color=black]Throughout the rules, if you hunt around hard enough, you are going to get these vauge bits, because frankly there's no advantage for the line, or for individual sagas, of me saying "Fire's in..water's out." You will probably see the writers of the Branches as time goes on, in other books. I have no idea who will write them, or what they will want to say, though. The point of the roots and branches is to cap things...to make books a specialist industry, rather than a cottage industry.
[color=green]I've just been noticing a disparity as I dig more deeply into the game. The numbers crunch right, but different authors at times seems to be writing for completely different games. This seems especially true where the Code is concerned.
Looking at True Lineages:
The Rituals of Fenicil are a bit of an abomination. For instance, Curse of Thoth, if directed at a Hermetic Magus, would violate the Code under depriving someone of their magical ability.
[color=black]Precisely, yes. Prehermetic magic is not part of Hermetic scruples, and its things like this that made the law that they were not permitted necessary. People only make illegal those things they think other people can do.
[color=green][i]Curse of Mars[/] is surely interfering with mundanes on a massive scale and likely endangering the order. Call for Justice requires no blood sacrifice (which is good), but is the only one of the three that doesn't fly in the face of the Code. The lesser rituals are much better, fortunately, but I run into the problem of having these as a part of the House that exists to defend the Code. That's just phenomenally odd.
They don't use them often. They arguably have never used two of them.
[color=green]The new books rules in Covenants, while detailed, add nothing to the game, IMO.
Fair enough: you don't play that way, and th's OK by me. I'm suprised you don't like the rules for wonders, which seem to have broad appeal, but that's OK.
[color=green]I like the Bonisagus stuff quite a bit, but have developed a serious revulsion toward Guernicus thanks to Fenicil. Of course, I would simply drop that portion of the house and it becomes infinitely more palatable.
The point of the Fencil thing is basically that these are the nuclear weapons in the locker of the House. They don't use them regularly. They are, the immorality that the House embraces only when they lack any other option.
[color=green]I'm actually rather fond of Tremere now, which surprised me, as I had no interest in them before, though the whole vampire tie-in from the White Wolf days is both sad and amusing, particularly in Timothy's little jab at them with the favored familiars. But overall, the house has some interesting points and better flavor than presented in the main text.
Jab? There's no jab: there really is an Illyrian colony of white wolves sacred to Mercury, in classical times. 
[color=olive]So just spouting a bit and trying to understand what seem like direct contradictions in flavor and setting. From a noob's standpoint, there seems to be a lot of assumed knowledge in the Ars Magica world, and from most people's posts, I would guess that many of you have been playing it for quite some time and have the advantage of having read previous supplements and rules where information is supplied that seems scant or absent in this edition.
That's a perfectly fair point, I feel. THere is a very steep curve to assimilate all of the books. So, I wouldn't bother if I was you, to try to be letter perfect. Just slap ideas around and get a saga together.
[color=green]Thanks for listening to me ramble and once again, I love this game and any perceived griping is just me wanting it to be the best game it can be. Frankly, I'd love to see Ars Magica become the dominant game in the RPG world.
Ifd you want to talk through any specific points, most of the authors are around, and are perfectly willing to dialog with you, OK?