On word about me as it is my first post. I've been practicing RPG since the publication of D&D in French in the early 80 (Ah nostalgy ...). I've played long time custom D&D campaigns with a tremendous group of friends and tried by myself lots of other games : CoC, Runequest, Kult and ArM to name a few.
Two years ago I discovered the 5th edition of Ar avalaible M and I was amazed by the quality of the work done : I bought all the books ! Without going into details that, I supposed, have been discussed at length in previous posts, let me say the most impressive thing was the effort made toward coherence. We have now consistant spell guidelines, spell level building mechanism, equilibrated rules with no contradiction (except perhaps some details), etc.
It is all the more so impressive as lots of new things have been added, such as the realms of power or the cosmology in A&A which have been thoroughly described. In my opinion, it is was what it was lacking to previous edition and now I can say the ArM5 rules have the formal beauty of a cistercian abbaye Keep the good work going on.
Nevertheless, I think three subjects have not been adressed. What about these ideas :
1) A dictionnary of the rules
In a typical book the rules are merged with historical background, story seeds or philosophical explanations. And there are lots of books. Absolutely no problem with that but it would be interesting to have a kind of dictionnary or compendium in which all the rules and only the rules are summerized. It would be very useful during game session in order to go quickly to a some formula without having to look for it in the description of the Forest spirit in the Rhine Tribunal. Something between the Parma Fabula ad the whole set of game rules.
2) A grand campaign
There are so much interesting vices, virtues, abilities, powers, mythic companions, traditions, ... in the books. I dream of a large scale campaign with a grand scenario concerning all the Mythic europe and using the maximum of the rules potentiality and diversity. Something like an infernal plot about the corruption of one or several kingdoms with implication of the church and the Order and also impacting in some ways Faeries. The plot would remainded hidden and would only reveal itself by small pieces, except in the second part of the campaign where the character would be able to understand it fully and to act to stop it. There could be city adventures, political intrigue, archeological researchs, wilderness explorations, needed lab works and (why not?) some dongeon explorations. To sum up : the masks of Nyarlathotep for ArM...
3) A high fantasy guide
ArM is the best magic system right ? Why limit it only to Mythic Europe ? Ok, because rules and background are highly tied and because they have deeply inspired each other. But it is no completely true : as far as i kwnow hermetic magic is an invention that have never existed as such in the mythic perception of the medevial Europe. I thing it would be the more diffcult of the books : keeping rules coherent and equilibriated and keeping ArM flavor while going toward high fantasy is not easy. I don't want another D&D, I'd like a high fantasy ArM. It could contains advices about :
- the status of the Divine realm if there are more than one god
- power balanced aura interactions
- alterations of the code allowing strong political implication of the Order
- rÃ´le and place of faerie realms
- possible variations on the cosmological settings
- adaptations of the historical roots of the magic settings (Cult of Mercury, Langage of Adam, etc.)
It is just some ideas.
Sorry for my "french" english. Any comments highly appreciated.