Arghmark:
I have always thought that it would be nice to use the hedge and rival magics.
So: Bonisagus invented the Parma and was well on his way to inventing Hermetic Magic proper when the amazon lady (Viaea?) stole his research. Instead of only a couple of things, she stole the whole lot.
Bonisagus cursed in rage, as he'd lost decades of research. He started again after some years but died before it was over. Everything else remains; each of the founders had a different style, and those styles were never fully turned into Hermetic Arts. The Parma was still taught, and is common in the order.
Merinita magi might be Faerie Magicians, Jerbiton might be Virgillian, Flambeau elementalists, Tremere as Sihr variants, etc etc.
Other than being from diverse traditions with resources being perhaps more scarce, the game would be similar in scope. Less earth shattering magic at higher ages though.
Now THAT would be interesting...! In terms of most interesting systems, so far I have found the Sahir to be the most interesting, followed by the Augustan Brotherhood.
I'd like to enlist the whole community for a project I think would have some value:
Many of the alternative magical tradition books, Hedge Magic, Rival Magic, Cradle & Crescent, Book of Sand and Sea, Mythic Locations, etc have official suggestions for different types of breakthroughs for hermetic magi to integrate. However, upon close reading of the text, and I think this is intentional, one can find many other more subtle examples not spelled out.
This thread is for such implicit examples.
I…