It really comes down to what type of TTRPers that Atlas and the community want to attract to Ars.
I donāt have the experience of running Ars for hundreds of players. But I have since 4th edition been running a long term campaign. During this time I have introduced the game to a number of new players. Some experienced in RPGs, some with little experience at all. This is what I found, there are certain groups of people that respond in different ways. (4 off the top of my head).
I) people who are open to organizing and running their own RPGs
POSITIVES: These people are more open to the Ars system. They will tend to read the books, even purchase them, pull out the spell guidelines (we have then complied for easy use) to see if a spontaneous spell is worth while. They will plan for the longer term.
NEGATIVES: they do tend to get a little lost with the formula, but will at least have a go.
WORKAROUNDS: cheat sheets on the formula in a visual format, not a wall of text. A how do I did this guide.
2) experienced players, who like to tell stories etc
POSITIVES: The story is central for them, they have lots of ideas, and just want the system to support it - quickly! They take good notes and love details.
NEGATIVES: Any bookkeeping or formula are eye rolling moments for them, they just want to get on with creating the story, I find they work great supported by type 1 player. Character generation for them is boring if itās manual, has to be guided and usually from a template. The magic system rules get in the way of the story.
WORKAROUNDS: use of automated programs for character generation and bookkeeping. Anything to automate spell generation, combat etc, bringing it back to the story. This means a lot of preparation to have a 5 hours of play run smoothly.
They also love the historical and cultural details, so having these is important.
3) experienced players, who like to ROLL play
(side note they sometimes have mentally demanding occupations, so they donāt want to think too much)
POSITIVES: they get formula, they usually love to min/max too. Bookkeeping for just their character is important for them, They need to get the most experience points to have the best character they can have. They donāt mind character gen - MIN/MAX
NEGATIVES: Itās about the now moment, planning or longer term benefits for the group arenāt what they want. They are action junkies, be it combat, to political intrigue.
The magic system can be seen as an issue, they have become used to the simplicity of D&D, known spell, cast spell.
WORKAROUNDS: no spont magic, feed them spells, and lab notes. They take a good deal of organisation. Avoid slow stories.
4) unexperienced RPG players.
POSITIVES: they are keen, and usually excited, being open to anything.
NEGATIVES: character generation, magic system, even formulas at the core of the system can be too much, bookkeeping, the character sheets themselves can be overwhelming. The book isnāt very helpful in this regard, itās a little too much.
WORKAROUNDS: pre generation of characters, considered a cut down character sheet as well, slow introduction to magic over a number of sessions. Removal of all bookkeeping, and formulas, getting them to role play is the first thing. Keep it mainly as just a narrative around the characters background, motivations, appearances etc. All the rest can come later.
Itās a simple fact Ars is a complex system, I have summarized all the rules - itās 100s of pages worth (one day Iāll share them here). But it doesnāt need to be, for new people sometimes we need to come back to what the core is of the games we what to run. For me thatās the story.