I am now 12 sessions into running my first saga, set in the Provencal Tribunal. I think it is going pretty well overall, although it is taking longer to gather momentum than I would like, and there is a steep learning curve for all involved. I thought I would make a few observations about how things are going.
Just for background, I have previously played Ars Magica (3rd and 4th editions) in a couple of PBEM sagas and also in a very few face-to-face games, but this was 15 or more years ago. I have also drawn on the fourth edition rules for a homebrew game, but not the magic rules which I am only now properly engaging with. My players' previous experience of the game is at a similarly low-ish level.
Tightness of the troupe
In other games, I have found campaigns have worked best, and are easiest to run, when the PCs are part of a tightly-defined group and identify with each other strongly - e.g. they are all members of the same noble family, the same clan, or the same battalion. It's not the same in Ars Magica. Sure, the PCs all share a covenant and that is very important. But beyond that in my saga there is much divergence between them - in personality, background and aims, which is reflected in widely differing Story Flaws, and different Houses (for the magi) and occupations (for the Companions). This all makes inter-PC interaction (which I find the most rewarding part of role-playing - even as GM!) rather less common and a bit more distant. As time goes on, inter-PC relationships are becoming stronger, but it still feels as if the PCs are getting to know each other. With hindsight, I think it would have been good to encourage players to give other PCs a role within their Story Flaws (I think Fate does something similar to this). As it is, Story Flaws are pulling characters away from each other rather than towards each other, which isn't ideal.
Pushing forward through the seasons
It seems that most people play Ars Magica in the form of a series of short, discrete stories over a very extended timeframe, with rotating player characters. When a story finishes after a session or two, the game swiftly moves on by a couple of seasons or a year or more, and then you pick things up again with a different cast of characters. That's a nice idea, but I am finding it hard to achieve in practice. We started in Spring 1205AD and it is now, after 12 sessions, Spring 1206AD. Our sessions are quite short - about three hours - but even so this still seems rather slow progress and I would like to move faster. But even with just three players and six PCs (Magi and Companions - no one has played a grog yet), there is a lot going on, and a lot of things the players and their characters want to do, and it feels a bit contrived to say, 'OK, you can do that thing, but we are going to have to wait a couple of seasons for you to do it, because we have spent too long in this season already, and I have some other stuff lined up as well.' I am keen to learn how others negotiate this.
I want templates more than toolkits
With the fifth edition line there appears to be a move away from simply producing material you can play with out of the box and towards providing toolkits with which SGs can design things exactly how they want. So rather than Faerie being portrayed simply as the Celtic-influenced British/Irish/French faerie that most of us are familiar with, a clear logic is given for what Faerie is, and the roles Fae creatures might have in relation to the human world, and we are given the apparatus we need to create our own Fae creatures and environments. The same applies to magical creatures and indeed mundane animals. We are given worked out examples in the form of templates, but they are examples and are clearly not meant to be exhaustive.
These tools are very powerful, but I am finding using them to be very time-consuming. My suspicion is that many StoryGuides love spending a lot of time creating supernatural creatures, and also magi, spells, enchanted items and so forth. I would prefer spending my gaming prep time thinking about other things - such as NPC personality and motivations, interesting gaming environments, and broader cultural and historical matters. So right now, I am just using the templates. But I am thinking that the time will come when the templates and worked examples in the published books won't be enough for me.
I can understand a reason for the shift towards toolkits. With fifth edition we have a game which can be set anywhere across Mythic Europe with (from what I can see) equal effectiveness, while, say, a Faerie book with a lot of Fae creatures from the Irish tradition would not work well in the Theban Tribunal. But this shift up to a higher level of abstraction makes more work for the StoryGuide as they need to fill in a lot of details for the specific setting of their saga.
If Ars Magica moves into another edition, I think a great way to make the game more inviting to new players would be to create a series of interrelated supplements focused on a single tribunal (preferably Rome or Stonehenge, in my opinion) to map things out in great detail - mundane matters, the Hermetic landscape, the magical landscape, and so forth, with developed covenants and mythic locations, short adventures and possible campaign arcs. This would make it a lot easier for new people coming into the game. Think of Dragon Pass for RuneQuest / HeroQuest - while Glorantha is dazzlingly complex and varied, it is also a very easy world to play in because there is a lot of material available describing a small (but very important) corner of it. I appreciate that the flexibility and variety of the Mythic Europe setting is very important for many players, and most experienced players would want to continue to pick different tribunals to play games in. But if the new edition did not involve any great changes to the rules system (and I don't think it should) the old fifth edition books could still be used.
But that's an idle wish for the future. For now, what would be an amazing resource, would be some kind of online library of fan-created characters, spells and enchanted items. The Iron Bound Tome blog is a great site for spells, and I and my players are beginning to use that, and while I can see that these forums have been used for sharing these things ideally we would have something a bit more organised and searchable. Could Project Redcap ever play this role?
David