I've got my copy of F&F. Takes a while till the books are shipped to Europe. I had been looking forward to it because Markoko, who runs the wonderful Andorra game here on the forum is one of the authors, and because it reminded me of my first copy of Ars Magica, which was set in the same region.
Maybe my expectations were too high, but I found the book quite a disappointment.
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As Ars Magica 5 is growing older, there increasingly is the problem that some material has already been published in other books. You can play GotF without looking up something all the time. But you can't really use F&F without having: L&L, HoH: S (Flambeau), TMRE (Cults), Hedge Magic, the book on the Infernal/Divine, Lords of Men etc. etc.
The charm of having a tribunal book is having the information you need in one place, not spread out over a dozen. -
I thought it was a good idea to leave the tribunal mechanics more or less vanilla. What I am missing is elements of flavor here, small things that color the tribunal without changing the rules much, things like fancy names for official functions ("In this tribunal, the Praeco is called X because...).
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I have recently reread Triamore (4th ed) and it struck me that the tone of the book was easier to read. I liked both the little elements of fiction and the text that directly addressed potential gaming questions rather than sounding like a guidebook for tourists.
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When hooks first came out, I really liked them. But I do not see them as a replacement for a chapter offering 1 - 3 ideas for a game that go further. Not without reason is "Curse of the Rhine Gorge" so popular. Google makes it easy to find basic information on a location. What makes "Curse of the Rhine Gorge"/GotF special is that it goes beyond that and take some workload of a storyguide's shoulders - a workload that is increasing as more and more supplements come out.
Maybe it is time for Ars Magica 6.
- It would lessen the burden of canon.
- We could finally have a d6 version (reducing the amount of randomness: As it is, the fall of the dice is more important than the skill of a character)
- Maybe, you could even integrate some elements of the new generation of roleplaying games (like FATE), namely the use of words instead of numbers. This would lessen the need for complicated rules that turn players into rules-lawyers and gaming into min-maxing. Ars Magica used to be one of the most innovative games on the market. I have the feeling that this is slowly slipping away.
Just reread my post. I can't say I'm staying focused on the topic, but all of this needed to be said.