Hi everyone!
Ars Magica has sat on my book shelf for many years now. Deep down I have always wanted to be involved in a game but the people I regularly game with never seemed to be interested. But that has finally changed and now I have a bunch of people not only interested but gung-ho about starting a game of Ars Magica!
So the book has come off the shelf, the dust brushed away and I'm the process of re-reading it and most important, 'groking' it as the kids like the say these days. But man, there is a lot to take in! But thats's okay, I'm an eager student. And that is why I am here. I was hoping to bounce some questions/concerns I've developed while reading through the book (to clarify, core 5th Edition Ars Magica is the book being referenced here). Any and all feedback/help/examples/etc., would be greatly appreciated!
Here is my first wave of questions:
Could you guys extrapolate regio (regiones) for me? Reading through the book I got the basic concept: there are areas in the world that are magical aligned (or divinely/infernally/arcadianly). Places of stone hedge or the pyramids of Giza. I'm cool with that; i've read enough fantasy fiction and real-world conspiracy theory stuff to get that. But then in the back of the book (pg 184 or around there I believe) I get thrown a curve ball. So regiones are like... hyperbolic chambers? You 'disappear' while in them like Narnia? Is it a whole different world in there?
What's up with ritual spells? I'm assuming I'm just being a dolt and missing the page, but do you learn/create them just like a formulaic spells? What purpose do they serve over formulaic spells?
What are the inner mysteries of the Mystery Cults? Is this something purposefully left out for the storyteller(s) and/or player(s) to create? Smooth marketing move to get me to buy those supplement books ? Furthermore what do the other houses really do? Are magi in Mystery Cult houses magi that all seem the manifest some supernatural ability together? Like, "Oh hey, this is pretty weird. We can all turn into animals. Must be we share something in common! Let's all study it and explore this together more!" And what about the Society houses? What binds them together? The book has a just a 4 sentence explanation for Merinita, Flambeau and Criamon. And I mean aren't all the houses really True Lineages? Okay maybe not Ex Misc., but all the other ones technically had a single founder and numerous apprentices down a line...
Whoo, alright I'll stop at those three for now. I look forward to reading what you guys have to say about it all!
EDIT: Oh, one more! This is sort of a personal preference issue. Would it break the game if instead of having a 'floating' ease factor, you made 9 the number to beat on any die role, and gave either bonus or penalty in +/-3 steps? So an Easy role would be: (Stuff)+(die)+3 > 9. A Very Hard role would be (Stuff)+(die)-6 > 9 (since very hard is 2 steps away from average, so two -3 penalties). Or do you think that would just add more confusion?