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Information Ars Magica CRPG Kickstarter from Creators of Academagia

Morkar Left

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I don't expect to have isometric dungeoncrawling goodness (but would be awesome). Prior to their former games style and the focus on the overall management of the covenant I expect that the adventures will be more in a textdescription format with c&c.

Don't know how they could handle the grand scope of the game otherwise. The adventures can range from detective stories to gather mana sources to handle with fairy realms and affairs to oppose or interact with the church, the locals, the nobles to dueling mages/magical beasts to fight daemons, handle skirmishes to outright wars (depending on the size of your troops).
 

Vulcris

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Oct 19, 2012
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I mainly played with the 3rd wich was the first one translated in french. I don't like the fact that's it's easier to learn magical Arts from books in the 4th.

As for the reason realm I didn't realised that it was specific to the 3rd. From wiki :
Additionally, a "Realm of Reason" appeared in the 3rd edition. "Reason" was associated with skepticism and scholarship, and its "rational" aura alleviated the effects of the other four realms. Many fans of the game consider this to be paradoxical and inconsistent, since applying reason and rationality to the world of Ars Magica should really lead to the conclusion that magic exists and fairies are real, and yet the "True Reason" promoted by the realm of Reason claimed the opposite, and thus resembled a delusional state of mind rather than a rational one.[9] The realm of Reason had additional counter-intuitive effects - for example, imposing penalties on wizard's magic use in libraries, despite the consistent portrayal of wizardry in Ars Magica as a scholarly pursuit.
Reason proved a highly controversial addition to the game, and was presumed to be part of an attempt by White Wolf to "retcon" Ars Magica as part of the backstory for their World of Darkness role-playing games; neither the 4th nor the 5th edition of the games has included the "Realm of Reason," and all references to it have been stricken from the canonical setting. Later Dark Ages sourcebooks for the World of Darkness lend some credence to this presumption (insofar as they show that White Wolf liked the idea), as does the fact that Mark Rein Hagen (one of the core figures at White Wolf, co-creator of the World of Darkness) was one of the founders at Lion Rampant, and a co-creator of Ars Magica.
 

Zed

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I think this KS is having a hard time conveying how the hell the game will play, hence the slow start.
 

Morkar Left

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I think they have chosen a bad time to start the ks and that this is the main problem. PE just closing and Hero-U etc. running I imagine they lost a good junk of money on the other projects.

But I agree they should talk more specific about how the gameplay will look like, best with referring to already existing games. Personally I think I have already a pretty good grasp how it will look like with my own knowledge. Only the adventure part needs some clarification for me, especially how battles are handled.
 

Diablo169

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Oct 20, 2012
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So is this essentialy going to be a town / Kingdom management game with RPG elements? Do you actually leave the covenant and explore the world at large? This is sounding vaguely famili...

The_Sims_Medieval.jpg


:what:


Yeah they really need another update so I can bleach that comparison from my mind.
 

Morkar Left

Guest
Think of King of Dragon Pass except you are playing your mainchar and several sidechars with a full rpg char sheet. You will have adventures, too but not your typical d&d dungeoncrawling but storydriven adventures. Expect to have a big mainstory, too lasting for a century. And it's impossible to be as blunt as the sims with the rules from Ars Magica. Take the link above and dl the rulebook to get a grasp of it (you don't need an account there to dl, I tried it myself, just check out).
 

Vulcris

Novice
Joined
Oct 19, 2012
Messages
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In the pnp, you have many many things to watch for. The magi have somehow the same rules for interraction with the human world that the camarilla have for wod (meaning the magi don't exist officially and that magi caught red handed manipulling nobles can be in serious trouble.) Heck, only a zealot bishop could mean a crusade and the eradication of a not so subtle .covenant.

As for adventuring. Magi use something called "vis" to cast permanent spells or enchant items. For example: a healing spell can only last until sunset without "vis". It's rare ressource mostly found in desolate places with high aura of magical, infernal or féeric energy. So you'll have to slain some magical creature to get some, or find some rare plants in the middle of a fearie forest...

Hearing Ars Magica compared with the sims would makes me want to tear my hair out, if I had any left.
 

clemens

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Codex 2014 Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2
An Ars Magica cRPG ?

:yeah:

Of course, there's no way they will do this right...


:takemymoney:
 

Mother Russia

Andhaira
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Crap pnp rpg is getting a crap crpg. News @ 11.

But seriously, the pnp is shit. It is not a traditional pnp rpg, and while that certainly can be a good thing, it usually is a bad thing. Ars Magica is a case in point. A crpg of this would be akin to the old D&D game where you control a realm (I forget the name). Or something like that.

OTOH, if this is successful, it could result in other niche pnp rpgs getting a game made via kickstarter, such as WFRP, Shadows of Esteren (this is already getting an adventure game made, but I want a crpg), Legends of Wulin, etc etc.

:hmmm:
 

Mother Russia

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OK, I just watched the video and I have to say...it's a good pitch video. The soundtrack is just amazing, and I can really feel the passion behind the chickenhawk dude when he says this is a game that deserves to be brought to the pc. More power to him, and I hope this kickstarter is wildly successful.

heck, I will be watching this with interest, just to see how he plans to be able to implement all the spells in the main rulebook...:)
 

Mortmal

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Messages
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Ars magica is a very good pnp system, so if they do it strictly 2D , text heavy its possible to end up with something very good,just have to hope its a bit more mature than academagicia . You should interview those guys too
 

Deuce Traveler

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Grab the Codex by the pussy Divinity: Original Sin Torment: Tides of Numenera Shadorwun: Hong Kong Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture
I'm on the fence on this. I'm interested in what they come up with, and how well the Ars Magica system will be implemented. On the other hand, I own Academagia and never finished it. It was buggy, slow and a fantastic idea that missed in execution.
 

oscar

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Sounds nifty though I've never heard of the PnP before. But anything that can be described as similar to 'King of Dragon Pass' has my support.
 

oldmanpaco

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Put in $20 since I tend to forget about projects unless I back right away (sorry Dead State). Anyway I might up if they have some more info.
 

laclongquan

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You know why you should be excited about this KS thing?

Black Chicken Studio is a good one.

They got good taste, in arts. That can be evident in both of their games, Academagia and 1931 Scheherazade. The artworks look nice and the sound bites are smooth, not irritating to the ears. I am typing this post with the sound of the latter's music on.

They got good taste in game direction. Both of their games are stat-driven. I havent played the latter much other than the demo but the full game Academagia is a thing of wonder. If you ever interested in stats, you should be following their projects.

Their quest and lore writings are okay. Not at the level of Torment, but certainly good enough to get you (me) interested.

They got good business ethics. After Academagia was out they release 14 FOURTEEN DLCs free of charge.

So yeah. I dont know about this new project of them but I feel highly interested in their works.
 

Elwro

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Divinity: Original Sin Wasteland 2
But seriously, the pnp is shit. It is not a traditional pnp rpg, and while that certainly can be a good thing, it usually is a bad thing. Ars Magica is a case in point. A crpg of this would be akin to the old D&D game where you control a realm (I forget the name). Or something like that.
"Birthright". Now that was a swell game; also based on a PnP setting. It'd be nice to have a new game in a similar vein.
 

Mother Russia

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But seriously, the pnp is shit. It is not a traditional pnp rpg, and while that certainly can be a good thing, it usually is a bad thing. Ars Magica is a case in point. A crpg of this would be akin to the old D&D game where you control a realm (I forget the name). Or something like that.
"Birthright". Now that was a swell game; also based on a PnP setting. It'd be nice to have a new game in a similar vein.

Ah yes, Birthright, that was it. I don't know, I could never get into it. I didn't like the realm aspects of the game.

But anyhow, I have to say I am getting excited about this Ars Magica crpg. I hope it turns out to be really good. If they go with a 2D map for realm based shit, and traditional isometric for combat it could be pretty good. I am not so sure about King of Dragon Pass style still screens though; sure it was a great game, but not a great crpg. I don't want to keep seeing the same screen over and over again.
 

Morkar Left

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More information from the developers:

It's not isometric, but it's not really like Academagia or Scheherazade, either. It has dialogue, to be sure, for the Adventure sections, but it also has (top-down, probably) maps for certain important journeys & explorations. The Covenant gameplay has specific UIs corresponding to the standard Ars Magica LTE and Laboratory actions. So...maybe a hybrid? It's definitely coming from our previous work, and KoDP.

About the magic system:
Here's a sneak preview of our first update for those of you wondering about the adoption of the Magic System.

I don't need to tell any of you that this is THE problem of an Ars Magica game- undoubtedly, it's the reason why any designer or developer that has looked at this has shivered, and slowly backed away in horror. First things first, as mentioned in an earlier comment yesterday, we're including only the Spells in the 5E rulebook (along with KS Spells created by Players) in the launch game. This has the extremely important benefit of allowing us to know what's going to be possible with Spells before we ever begin to implement.

Spell Effects are divided into three categories: Covenant gameplay, Adventure and Battle. Spells don't necessarily neatly fit, either- they can belong to one or more categories.

Covenant Spells contain all the Spell Effects that you can use to upgrade your demesne, provide long-term boosts, and also a lot of information gathering or quality of life Spells, which affect the Covenant overall, or which may provide information you need to unlock actions and opportunities. These you can cast instantly, in some cases, or ritually in others, paying the costs as required.

Adventure Spells are those which can directly affect the course of a dialogue, an exploration or in some way provide investigational tools. These Spells include the ability to read minds, boost Abilities needed, and find new ways to collect information. As before, you can cast these instantly, whenever you want to- and, if you don't, you can miss information, so there's a bit of a puzzle aspect to some of these, especially the investigations.

Battle Spells are those which deal damage, apply states, boosts and change the environment. These kinds of Spells are fairly straightforward, but it's important to note that Battle does not just refer to simply physical combat; it could also be a tense diplomatic exchange, finding your way through a savage forest or struggling with your inner demons. Our engine is built to be flexible for these kinds of story needs, and you'll see Spells that you wouldn't normally consider 'Battle' Spells having a crossover for certain kinds of Battle.

...so, where does this leave Spontaneous Magic? First, Spontaneous Magic can replicate the Effects of any Spell in the game, whether you know it or not. Secondly, Spontaneous Magic can appear as a special (scripted) option in any portion of the game, for especially those areas where simple magic is called for that doesn't have a Spell analogue.

A few quick responses about your other questions:

Original research

Yep! You can research any Spell Effect in the game, and make your own Spell around it, if you want utility. Spell Effects are based around a Technique, Form, or a combination of both, so you can't make an Ignem Spell that douses someone in water.

Magical item enchantments?

Yep! Per 5E rules. Go forth and exploit! :)

Experimenting?

Yes, but it's a slightly different system, and based on a behind-the-scenes table.
 

Morkar Left

Guest
And it seems I was right all along :obviously::

In the answer to Lost you cited KoDP, it's King of Dragon Pass? I see people comparing this game with yours.

Yeah, that game is a decent way think of it because, like this game, it's 'Covenant' management, with storylines and events. It also has a very strong (pagan) Anglo-Saxon feel, so even the culture is somewhat similar in the early part of our period.

Of course, Ars Magica has some pretty notable differences- laboratory, the magic system, combat and the generational aspects.

If you've never played KoDP, though, I'd stump for that in a heartbeat. ;)
 

Morkar Left

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The shown artwork at ks looks a lot better that's for sure! Otherwise I would have been very sceptical about the style.
 

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