Is it though? I think I may have some kind of problem myself then, and the same for many storytellers that have come into this thread. No, I do not think ArM5 is anywhere close to easy to set up a saga. That is not to say that other games are easier, but almost every TTRPG that does any way of long-term form of play at least does the bare minimum job of how to run it. It may be easy for you, but for the average gamer it is not easy to start.
While I don't agree on the point that there is a "true" RPG, I don't think it's fair to compare Ars to D&D. I would think it would be fair to compare it to something like Vampire or Changeling, highly narrativist games. Many people like these kind of narrativist games and 'we're more complex and so we can afford to not explain how to work the game out as a new group, you have to work it out yourselves' is not an argument for me, sorry.
Is there a ton? I couldn't disagree more. From page 221:
Pick your area from a modern map, as above. Then find a history of that area, and
read the chapters on the twelfth and thirteenth centuries. This will give you quite a few names,
a fair bit of social detail, and some idea of which towns were important back then. Work
what you’ve learned into your saga in a way that will impress your players.
Ok. How do I do that?
From the same page:
[...] Give characters names that match the sorts of names you find in the book,
so that they “sound right.” Have the repercussions of events you read about affect the covenant. Foreshadow future history, giving the players a chance to change it. And so on.
Ok... how do I do that? "And so on" What?
The game is telling me the questions I should ask, but does absolutely nothing on the answers. As people said, the what is clear, but the how is in a nebula of work that you have to do with no frame of reference. I sincerely do not think "go figure out on your own how to play this game" is a serious answer if you want to attract new players to a system as complex as this one. I really do not think so.
On this we can argue, but it is my opinion that it shouldn't be the community's job to teach people how to play: this burden should fall first on the developers of said game. If a videogame does not have tutorials, I will praise the wiki for the info that I need, but the developer also should give me the information I need to play.
No, I am not suggesting more rules, I'm suggesting better and more guides so that players know how to run the game, so they do not feel like they have to overcome such a daunting task on their own.
It is my opinion that these could be included in a core edition, and this sentiment comes from the fear of quite a lot of people banking the kickstarter, reading the game, feeling like it's too much of a hassle to run, and then putting it on the shelf and not looking at it again. It would be a shame. But then again, the authors know better than me.
That is fair enough. I'll take it as an invitation and stop litigating this point and start writing my own guide. Hope it comes in time for the crowdfunding campaign.