Hey everybody, this is my first post here!
I'm in the process of organizing a new troupe game of ArM 5th edition, and none of us have any experience with Ars Magica whatsoever. I think 2-4 of us have done some very limited "Mage: The A...", and that's about it besides just a lot of experience with myriad other games and systems. I've read through a bunch of the topics on newbie advice here, but I feel like I've hit an area where I haven't seen quite as much specific advice as at the absolute outset. We've got everyone more or less on board with the setting, we've agreed to use only the core 5th Ed rulebook and the expanded list of boons and hooks from Covenants for now, and we've all been running through the core mechanics (or graciously helping each other get through them) for character creation. This is likely a time where "figure out what works for you all" is the most sound thing, but I'd enjoy hearing any wisdom from others about their experiences on running or organizing an ArM game from this point on.
We've basically got everyone through the process of making Magi (a couple people are still picking spells and whatnot, but the holidays have interrupted that for now). We've agreed to start in the Provencal Tribunal, and our current roster of Magi consists of a Flambeau, a Merinita, a Mercere (those of us expecting to be more "hands-on" Magi), a Bonisagus, a Criamon, and a Verditius (who are all kinda planning to have more research focused Magi). I know we plan on doing a rotating roster of characters for everyone, and at least the Flambeau (me), the Merinita, and the Mercere are planning to do some rotating SG duties (which I imagine will help get all the Magi out doing things). I'm a little worried about the Criamon player, as he has tended to fall for "trap" options in RPGs before and gets discouraged from the mechanics really stopping him from doing much. From what I understand, Criamon and Twilight (and he took Twilight Prone as a flaw) don't work great for this kind of thing, so any advice on incorporating Criamon at the table would be greatly appreciated. I'm not really worried about the other players, but any anything you might want to mention would be helpful. I only really feel truly confident about half of us (me, the Merinita, and the Mercere) grasping the mechanics strongly at this moment.
For creating our covenant, I've had us first go through the initial stage if the micro-rpg Microscope. Each player takes a turn to either add or take out something from what can show up in the campaign. Once each person has added or subtracted something, we move on to the next round and restart. With rotating SGs, I think this will be a vital step to make sure everyone is on board with the same kind of things from the outset, but I'd like to hear what others have done to handle the multiple SG element of troupe play (which honestly is one of the things I like most about this game).
For some details about our current covenant plans, we are planning on either running a "brand-new" spring covenant (but really on the ruins of something that came before), or a winter covenant that now has a big new crop of freshly gauntleted Magi to rejuvenate it. Either way, the plan is to have some old Magus/Maga give us advice while being mostly disinterested in what we do with ourselves and the Covenant. For the new spring one, this Magus/Maga would be some kind of begrudging mentor serving a duty they kinda hate but have to do, and the winter equivalent would be a Magus/Maga so arcane or disconnected as to essentially be above anything our characters would be interested in. In either case, this elder character could be an occasional font of guidance or advice, but not orders or direction really.
As far as adventures and stories go, I think we are going to end up with something rather free-wheeling and silly in the end. Both if the other people interested in being SGs for the saga are very into making and running "dumb medieval adventures", which I think will work well for everyone involved here. I'm planning on running the first adventure, and I'm torn between running something like the Broken Covenant of Calebais or just some simple stuff about setting up the covenant. The latter seems more appropriate, but it feels very weird to me to not run with a big opener situation a new and unfamiliar RPG.
TL;DR I'm organizing a group of newbies, and we're out of the immediate stuff of setting up the game. Do you all have any advice for what comes after you have a group who can handle making gauntleted magi? Do you have any illuminating advice or stories for your stage 2 of running a troupe style game?