Hello, all
I've recently been browsing through my Ars Magica books. After skimming the management rules from "Covenants," I realized that the thoroughness of abstraction makes the mechanics seem somewhat dry. While I can definitely see the advantages of more abstracted mechanics, namely more room for Storyteller interpretation and a faster process, if you're like me, and actually enjoy micro-management, then it's more of a disadvantage. Added to the lack of detail, I also find that that the abstraction, especially reducing revenues and expenditures to Mythic Pounds, feels anachronistic. Ars Magica is an amazingly well-researched game, which is why I'm surprised that the developers came up with a revenue system that better reflects running a business in a capitalist society than a manor/trade consortium/etc in medieval times. The expenditure system reflects medieval society much better, but was presented too abstractedly.
My first suggestion is to use a resource system with the Mythic Pound as the universal equivalent. Importantly labor itself would count as a resource, since so much of the medieval economy revolved around customary service obligations rather than the exchange of commodities. It's not really necessary for the resources to be extremely specific, but some detail beyond MP would make the mechanic of managing the covenant reflect the conditions it's supposed to represent. The players would spend labor in one season and then reap the result in the upcoming seasons. Thus, a typical manor covenant would spend X peasant labor in the spring and fall, and receive Y staple consumable depending on the weather and circumstances. A consortium covenant could spend Z coin and receive A luxury goods, which they spend again to receive B coins, depending on prices.
Example resources
Unfree/peasant/corvee labor (which is cost-free but assumes a subject population with land to sustain themselves, and possibly causes problems (IE riots, revolts, etc) if too much labor is demanded)
(Specialist)'s labor which is used to create and maintain objects (smith for tools, builders and masons for castle walls, monks for books, etc)
Mythic Pounds meaning actual coin
Miscellanea clay pots, cloth, bits of wood, baskets, common clothes, stuff that is generally produced by unskilled workers often for own household's consumption
Luxury goods nice clothes, jewelry, art, etc
Staple consumables bread, vegetables, common drink, etc
Luxury consumables spices, strong/rare drink, etc
Herds of animals
My second suggestion is to please make one system that can be applied to covenants, merchants, craftsmen, nobles, etc. Or at least an easy way to convert one to the other.
That being said, please finish the new edition soon!