We actually played Calabais back when we were running a goofy D&D game (is there any other kind?). But this thread got me thinking about how Ars Magica is played.
In our D&D game, we played very much against the norm. We played an intensely social game, had a lot of goof and schtick, would go entire sessions without combat, and used perhaps one or two critters out of the monster manual (ack! Zombies!) in the three years our various games ran before switching to AM.
But this got me thinking about Ars Magica. I'm a new player to it, coming in at the very beginning of 5th edition. On these boards, I read a lot about "This is how to play TRUE Ars Magica!" And yet, around page 220 or so, it talks about the different ways to play, including High Fantasy. Mythic Europe is talked about rather a lot, and while bits of the paradigm are clear, much is left vague, including the lack of a map for all of us who aren't as up on Medieval History as our ref.
None of this is a slam, merely a statement of fact. Personally, I'm fine with the way Ars Magica is. I LOVE this game. It's everything I wanted D&D to be all these years (I got started back in '78, though quickly moved from D&D to Runequest and others, but I digress).
But I got to thinking about how Ars Magica typically runs, at least the vague idea of typical I've picked up reading here. And then I thought, but what about a covenant composed of Flambeau, Tremere, and Tytalus? That seems, by definition, to be a very dynamic, adventure-oriented covenant. Then if you look at a covenant of Verditius and research-driven Bonisagus, you'll probably have a very different, MUCH more lab-oriented game.
Anyway, it's just a thing I noticed and no slams on anyone. It's part of what drew me to Ars Magica, the fact that it's a very versatile game where each group of players can run things to suit how they play. Try to do good, well-stuctured spell research in D&D and the book tells you to (and I'm paraphrasing here) "Look at other spells and figure out for yourself about which level it ought to be." Yeah. That's helpful advice.
But spell creation in Ars Magica is... well... sexy. I have yet to find a spell I couldn't get a handle on, though sometimes it pushes the envelope a bit, but I can always find a way of approaching it. Just the other day, more as a goof, I create a spell that turns a suit of armor into 57 individual, rather upset, soaking-wet cats. Start with Muto Terram, give it a couple levels for effecting metal, throw in Animal as a requisite, and so on until you've got a fun and humiliating way to take down an enemy knight without killing him.
Try that in any other game system. Ars Magica rocks!