| Ars Magica is
the game from which Mage: the Ascension eventually
sprung. Its history is intertwined with that
of the early years of White Wolf Game Studio
(at first, White Wolf Magazine), and one of
its creators, Mark Rein Hagen is the same bloke
that created Vampire: the Masquerade and Werewolf:
the Apocalypse. The paths of White Wolf and
Ars Magica (now published by Atlas Games) have
long since parted, but, you can still see their
common origins if you look for them.
Ars Magica is set in a pseudo-historical
realm of medieval fantasy. The setting is
based around middle-ages Europe, assuming
that all religious and superstitious beliefs
are real. So, a peasant can cross paths with
a fairy, or even a dragon if he’s not
careful. People know that magic exists, and
they fear it. The Hermetic Order (in a way
the same blokes that you’ll see in Mage:
the Ascension, realizing that some of the
Great Houses are fallen, and some have been
born during those passed years) is the mayor
(or sole) magical player in this world; at
least on the mortal front, that is, if we
forget fairies, and Heaven and Hell for a
moment.
Most of the current Hermetic Law already
existed back then, though, it seems, Magi
would adhere to the body of that Law more
fervently than nowadays. Oh, how has the Order
fallen from its former glory! Among the Houses,
it is impossible not to notice House Tremere
and House Bonisagus. House Tremere, according
to the history of White Wolf’s World
of Darkness, would become Clan Tremere, a
house of vampires that would eventually gain
a lot of control within the Camarilla, the
vampires’ major sect. They’d become
bitter enemies of the other Houses. This mutual
hatred would spawn two long and costly wars,
called the First and Second Massasa Wars.
Bonisagus (founder of (unsurprisingly) House
Bonisagus), on the other hand, is credited,
in both cosmologies, for founding the Hermetic
Order, and for creating the Parma Magica.
The Parma is a magical shield, or ‘countermagic,’
which is learned by all hermetic Magi in Ars
Magica’s day, not so in Mage’s
world, but it is, still, a known procedure.
As for the systems, they differ quite a lot
from Mage: the Ascension’s. In Ars Magica,
you normally roll only one D10 (ten-sided
die), and, if a roll is difficult enough,
you may roll two or three, sometimes more.
But, unlike the massive dice pools of White
Wolf’s fame (or infamy, according to
some), the extra dice are just used to determine
how terrible the botch, or how marvellous
the critical hit actually is. The system is
similar to Cyberpunk’s, where you roll
a ten-sider versus a difficulty. As for the
magic, it has a nice little system. Not being
as free-form as Mage’s, it allows you
to combine several techniques (Rego, Perdo,
Intellego…) with different areas of
existence (Animal, Corpus, Auram…),
in a way that reminds me of Changeling: the
Dreaming’s cantrip systems.
Ars Magica’s major feature, and what
sets it apart from other, similar games, is
that the centre of play is not just a Magus,
but a Covenant, which is like a learning and
studying centre for Magi. So, the main character
is actually a place, a school if you will.
The players assume the roles of several characters
within that Covenant, and their lives purpose
is to enrich it. The players will normally
play a Magus, and one or more of his/her retainers.
The Magus may spend decades locked up in his/her
tower studying, or developing grimoires, that
will enhance the prestige of the Covenant.
Covenants come in four flavours, named after
the four seasons. Spring Covenants have just
been created, and are struggling to make a
name for themselves. I think this is the ideal
setting for players, because, on a Covenant
such as this, they are the major players for
its growth or doom. Summer Covenants are like
a strong tree; they have survived long enough
to be a noticeable feature, and are still
growing. Autumn Covenants are those that are
growing stagnant, and are slowly beginning
their decline. These are another interesting
setting for players, because they may play
that injection of young blood that could bring
the Covenant to yet another golden age. However,
if nothing is done, Autumn covenants will
eventually become Winter Covenants. These
are the ones that are on a steady decline,
and will vanish into oblivion eventually.
Their glories are long gone, their Masters
are probably dying, not a pleasant scenario.
But, out of every dead Covenant, a new one
may spring.
To summarise, essentially, Ars Magica is
a very interesting game about medieval magic,
and can be a resource for Mage: the Ascension
games dealing with the Order of Hermes and
its history. One drawback I noticed, is that
it is not mainly conceived for one-shot adventures,
or so I feel. On the other hand, it is a pretty
complete game with only the hardcover rulebook,
which is always a great plus for any role-playing
game. I must confess that I have not yet put
it to the test of the gaming table, but I
hope I will eventually be able to do so.
Reviewed By Matías Timm |