Wishlist: Ars Magica 6

An apples and oranges comparison is not useful at all, because it is, by definition an attempt to compare two things that are either incomparable, or ought not be compared. In this case, you're trying to compare the result of the die roll upon the final result in cases where Hermetic magic is used against cases where Abilities are used. In a game designed to be primarily about magi and magic, it seems to be about right for me: that magic is superior.

This is a design element central to the game, my sense is that it is working as intended.

That's what a few people are asking for, it looks like 5. And you use examples that I'm certain do occur, but in aggregate will even out. The range argument is confusing. Why not just make it a heads/tails check. That's a very limited range. Will we feel better about that? There is supposed to be some randomness involved here; I'm not going to have fun in a game when I'm facing off against a far superior opponent and the die roll has less of an impact on the outcome. If you adjust the probabilities, and make those situations more predictable, then you have to adjust a lot of other things in a domino effect. You force more parity into the setting, because you're reducing randomness. Again, if you want to go that route, just eliminate the die roll and add +6 to everything to account for it. The range is just fine. As you decrease the range, you can actually make the Characteristic+Ability total less meaningful, too. If you go all the way down to a heads and tails situation, then the total is meaningless. Sometimes my characters do something because while they don't have a prayer of doing it normally are hoping that the fates align, which is represented by an exploding die. Sometimes the fates align for the other guy and I botch.
I do think that combat botching needs some reworking, I mean if you botch on defense the only ways you survive are with a massive soak or the other guy botches his offense.

In many cases, with respect to combat magic, if there isn't magic resistance involved, I'll grant that the die roll is meaningless, except as an exercise to check for botch. But, again, this is a game about magi. Magi have always, and should always be the focus of the setting. But if there is Magic Resistance involved, it does begin to play a larger roll. Yes, you can lifeboost, or expend fatigue in combat, but these things that you described are limited resources that if you use them too soon will result in some bad (or at least less good) outcomes.

Yes. Even the ones who are poor, which advance much more slowly than others. When a score changes from 4 to 5, it's a big deal for him.

If you aren't satisfied with the progress of your character something else is going on, and it's happened to me several times, it's because I didn't design the character properly, or because he ended up going in a different direction than I had planned. Both those cases can be adjusted by discussion with the troupe. It might very well be a situation where your troupe is just rolling too many dice. I'll look at characters all the time and see, oh, they can easily notice this, and just let them notice. I only introduce dice when I want to heighten tension. If it's a non-stress die, I'm not asking for it to be rolled. If it is a stress die, it might only be to check for a botch; which is looking for that 1 in 100 outcome. If a character is supposed to be good at something, I will let them be good. If it's an opposed roll, both characters are at the mercy of the dice. Ars Magica combat is deadly enough that I don't need to improve the certainty of casualties on either side of the combat.

I'm open to hearing things, but by and large this seems more of an exercise to bring parity between magi and non-magi. And that begs the question of why? Everyone coming into Ars should be well aware that Hermetic Magi are the shiznit.

I think also taking a good look at this review, which even though I don't agree with many of the points, would be a good idea for 6th edition. To my knowledge it is the only in depth critical review of the system to date.

The review contains many pictures that if one wants to see, read the original thread at TGDMB. I've had to break it up into two parts, and it is long. This isn't reddit, so I'm not going to TL;DR. Read it and weep brothers.

tgdmb.com/viewtopic.php?t=55733

1 Like

Now, for my personal review of Frank Trollman's review.

1.) The guy gets mad in every review, no bones about it.

2.) The review is in the lens of a critical RPG theorist who likes to hate RPGs, but desperately wants to actually like them, but finds most of them with all sorts of problems.

3.) He has not in fact, actually played, or run Ars Magica 5th edition, and seems to have had some sort of bad experience with a shitty GM in the 90s with 3rd edition, for a session or two. And in Franks PoV, Shitty GMing can always be corrected by a better written book. I'm not sure this is actually true.

4.) For me, a good chunk of his criticism just doesn't show up in play. A lot of his objections are to fluff not just mechanics.

5.) His point about virtues and flaws having to balance out, in a game that is explicitly unbalanced seems like a good point to me.

6.) I really don't know enough actual church history on magic, sorcery and witchcraft to really make an informed criticism of this point:

He has some points. However his overuse of vulgarity suggests that he, himself wouldn't be able to write a game system. He comes off more a chronic complainer, rather than a critic. It seems a bit personal, as if 5the edition authors have offended him.

We had that topic last in November: Evading Crusades . I don't think we need to take it up again here for "13th century Catholic Fucking Church" Daniel.

Cheers

You don't understand, ALL RPG writers offend him. Look at for further rants.

tgdmb.com/viewtopic.php?t=53716

In actual fact, he is nicer to Ars Magica than many other systems he's reviewed.. NWOD being his particular object of hate.

Hi,

After eliding his confrontational tone, I agree that a lot of what he says is true. I also think he doesn't understand all the rules, and this shows up in his examples; a more careful perusal might have gotten in the way of his epic rant. I also don't believe that AM5 is intended to be a full and modern redesign; describing the authors/editors as keepers of the old ways is a shrugworthy indictment. So is calling AM a fantasy heartbreaker: How many fantasy games published since the original D&D aren't? (There are a few, of course: Polaris, Nobilis, V:tM, maybe GURPS...) I also find it strange that he considers AM5 to be the most mythic of all AM editions, since this edition spends the most effort trying to embed the Order in a low fantasy "realistic" medieval Europe.

  • The organization of the core book is wanting. Even now, I often find myself looking in the wrong place.

  • The "solution" to the Dominion is wretched. The rules do not model the period and actually run contrary to all expectations. I've talked about this before, but maybe I should have ranted. :slight_smile:/2 After all, for all the attempts at political correctness, every now and then I find the treatment of the Divine to be mildly offensive, and I imagine that some readers more deeply invested (and less politically correct) will be truly offended. Frank's calling the designers/editors of AM5 cowardly is way out of line, yet I think the game would have benefited from a different treatment.

  • The current state of relations between the Order and Church/Nobility is utterly unbelievable. This isn't something that AM5 made up.

  • I don't agree with him about the blurred confusion of Forms and Techniques. AM5 has gone a long way to improve this, though not completely. But spell guidelines are quite messy. The level of player skill needed to convince a GM/troupe of a spell's level has improved only a little since AM2, although the kind of arguments have changed. Worse, a succession of AM supplements have presented spells that break Hermetic Limits, that use interesting and inconsistent interpretations of spell guidelines, and that finally don't do much better than the old-fashioned AM2 (and D&D even now) method of meditating over existing spells, reaching out with your feelings and letting The Force provide a suitable spell level.

  • AM5 is written for fans, by fans. It is not a great introduction to roleplaying. It is not even that great an introduction to AM.

  • The core book does cover covenants poorly, but this is consistent with the way concepts and resources useful for getting a campaign launched are wanting. This issue isn't new, and we've even discussed it in these forums. I don't remember an edition that made it easy to create a stable of NPCs, equip them, build the covenant (AM5 is far better than AM2 core at this, for example), create monsters that are suitably challenging, and stat your pet cat. (Speaking of fantasy heartbreakers, one game that did all this surprisingly well was Palladium Fantasy 1ed, despite authorial rants that broke the 4th wall, English Grammar from Beyond, rules both baroque and broken, an assortment of silly tables and an adventure not suitable for starting players.)

  • FWIW, I like the 4 AM5 wolves very much.

  • Balancing Flaws and Virtues matters, as does a certain amount of "fairness" within a character type, because not everyone plays every session with one magus and a coterie of grogs. Since all the way back, the game gently encouraged a certain amount of tension among PC magi, so balance matters a bit there. Even in a classic "four players with one grog each, one with a companion and one with a magus" situation, if one grog is designed better than the others, there will be 3 players feeling useless.

  • When all is said and done, the author's chosen name, Trollman, represents truth in advertising. Because he makes quite a few good points, his hook is better baited than most, but he's still a nasty troll. Fun to read though.

Anyway,

Ken

1 Like

I think I do understand and it is why I called him a chronic complainer. If every RPG offends him and he can't get past any of their inherent problems then the problem is with him, not every RPG. Putting it another way, he knows how all the other products fail to live up to (his) expectations but hasn't produced a system that addresses his issues and published it. He never will.

I missed that thread One Shot, thanks for showing me.

One tgdmb, he says that he is a doctor and has better uses of his time than to make an RPG himself, if I am recalling correctly.

I think his name really is Frank Trollman - it's a Norwegian last name. I think you can find that name on some Shadowrun supplements that he wrote for in 3rd Edition.

And for what it's worth, I'm a big fan of the ars magica 5th edition line. Yes, there are issues here and there, but overall the choice of supplement design has been really creative and very interesting. And now, 5th Edition is 10 or 11 years old. I expect a 6th ed to come out in about 2-3 years, hopefully with a lot of fan feedback input in.

That was fun to read, and he made some very valid points. But I think he gets why we are all hooked on this game. I am hooked. But some of his harshest criticisms are things I have thought (and some said) all along.

Oh, it was him. That explains a lot. (I believe that it is his real name, in a truly beautiful example of nominative determinism.)

(Boys and girls, this is a good example of how getting a reputation for ranting lunacy can make people reject what you say wholesale, even if there might be good points in there, because it is almost certainly not worth the stress of getting them out.)

It's based on an extremely simplistic view of the medieval Latin church, and projects 15th century and later attitudes to magic back a few centuries. I think a bit too much of his picture of the middle ages is based on Wikipedia. (Also, he appears to be a bit amnesiac about the state of Wikipedia in 2004.)

Thanks for chiming in David - Frank unfortunately makes far too many personal attacks for my taste, yet, he does this in any RPG he reviews. As I've said before, he reserves particular hate for NWoD, Exalted 2E and Shadowrun 5E. By his standards, this was actually a nice article about Ars 5E.

That said, it does seem the corebook doesn't fully address lay people's perceptions of what the medieval church thought of "Magic" and the different forms of it. From what I've read, for example, astrology was frowned upon but not persecuted to nearly the same extent as people who threatened curses or communing with dark spirits.

As Thunder Hammer also said; several of us from that forum have met the man in person. His last name really is Trollman, and works as a medical doctor in Prague (last I heard). He does have some history of work in the industry, specifically in Shadowrun 4th edition and some stuff with L5R. He has written at least one entire RPG on that forum, After Sundown; but he doesn't have the desire/time to get involved in publishing, since the whole thing is just a hobby to him.

When it comes to complaints, I don't see it as him being unable to get past the problems, but readers being unable to get past his complaints or think that's all there is. Enjoying a game and describing its flaws are not mutually exclusive states; as he certainly has played and enjoyed games of Rifts & D&D while also having written small books on what's wrong with them. Subjective things like "I had fun during that session" don't really say much about the game's rules but that group, so he usually opts out of that. One thing I have seen is that while he's knowingly abrasive, using honey when bringing up flaws with a system has predominantly not actually done any better (whether by him or others); all that happens is either the usual dissenters passive-aggressively dismiss the complaint, or the complaint goes completely unremarked upon and ultimately ignored.

It's neither abrasiveness nor 'honey' which makes one's arguments be respected, but precision and sobriety. Just pointing to "13th century Catholic Fucking Church" and screaming doesn't help a bit.

Cheers

Many may find him abrasive. But I msut admit that I found his caustic style entertaint and quite amusing. The church rant goes off the end, agreed. And he did have sympathy for the crunch that hooks us all in.
But he has a valid criticism about the layout of the core rules. Things I didn't notice because I already knew the game.

And I really do think it is time to push for a new edition...

But fun to read. :slight_smile:/2 Catholic Fucking Church, Nikolai Fucking Tesla, all good.

Getting back to the Wishlist... Another thing I'd really like to see:

1.)A better indication of how to use, or not use the Troupe Play Style.

2.) Advice for new SGs on how to ease into the game. The start up time to set up an ars magica game is definitely on the higher end compared to many other games out there. How to pick a covenant (group participation vs SG giving out some options), which type of PCs to make first (hint, not a magus).

3.) A different way of "balancing" virtues and flaws. Maybe just suggest a personality flaw, a story flaw, maybe a general or hermetic flaw, and then take some number of virtues, depending on how high powered the SG wants to make the game.

So,

Speaking of AM6, I'll talk about AM1. I have no real knowledge regarding what I am about to say, but [strike]what else is new[/strike] I feel comrortable speculating.

Calling AM a fantasy heartbreaker is fair; pretty much all fantasy rpgs start off that way. But D&D is not the most interesting source material for me; my guess is that someone read "The Name of the Rose," all the rage back in the 80s, and just ran with it.

TNotR is centered around a closed community of scholars, so AM did this too. TNotR is centered around a library that is the community's most precious resource, so AM did this too. TNotR gleefully combines anachronism and extensive historical reseach, so AM did this too. The monks in TNotR are isolated from and try to isolate themselves from the real world, so magi are also supposed to do that. TNotR even has Quaesitori showing up at the covenant...

We often hear descriptions of AM involving "It's like D&D, but it's based on real Europe and wizards rule."

For years (decades? shudder I'm gonna die), I've also seen it as "It's The Name of the Rose, starring wizards instead monks."

But TNotR is no longer the rage. The medieval tropes of the 80s are no longer ours. The tropes about what knowledge is, where it is found and how it is obtained have changed. Even our wizards have changed (ask a 10 year old to name a wizard in 1985 and you'd get Merlin or maybe Gandalf; today it'll be Gandalf or someone from Harry Potter.)

So maybe it would serve us to refresh things a bit, to keep "wizards in mythic medieval Europe," but update that shag carpet from the 80s.

Anyway,

Ken

Having actually talked with Lisa Stevens about the matter in Sub Rosa #8, I can tell you the answer is "no." As she put it, MRH was running Harn with Runequest, Jonathan Tweet was running Call of Cthulhu, and they had been both running Pendragon. They wanted to make a game where magic was done right. They hated the Vancian system.

If I were to ask for anything, it would be more guidance on long-term play, and for troupe style play. I think collecting creature creation into the core book would be essential, too. Streamlining that process to match character, grog, even the covenant process, just to reinforce it.

As ArM5 has continued, there have been more and more story seeds in every book. I think Ars would greatly benefit from more adventures, an anthology of adventures, starting off with Spring and going into Winter, but they need to be modular, in that they need to allow for the power variations which can very easily occur between troupes, and that's a tough nut to crack. This may take a form that's more like a highly detailed arc of seeds and situations, like Antagonists, but along those lines. More books like Antagonists would be a big help for Ars, giving people more foundation for how to create troupe sagas.

-Ben.