The period leading up to the release of the Second Edition of Advanced Dungeons & Dragons is an interesting one. Though TSR’s flagship remained the proverbial 800-lb. gorilla of the hobby – still popular and selling well – the larger landscape of roleplaying was beginning to shift. Starting in the mid-1980s and continuing into the early ’90s, a number of new and, dare I say, experimental RPGs began to appear. Many of these games deviated sharply in both design and intended playstyle from the template laid down by D&D in 1974.
Of these, the one that immediately stands out in my memory is Ars Magica, released in 1987 by Lion Rampant, a small outfit co-founded by Jonathan Tweet and Mark Rein-Hagen, two designers who would later leave a lasting mark on the hobby. Even though the original edition was a modest affair, as one might expect from a fledgling company in the days before desktop publishing and professional layout, Ars Magica was an impressive work of imagination and clarity of purpose. What it lacked in visual polish, it made up for with a bold vision of what a roleplaying game could be: a tightly focused setting, a flexible and evocative magic system, and a novel approach to campaign structure that encouraged long-term play and shared refereeing responsibilities.
Despite all this, Ars Magica didn’t receive widespread recognition at the time, at least not in the gaming circles I moved in. I don’t recall it being especially celebrated, let alone commonly played. My first encounter with it came by chance, through a friend whose cousin lived in Minnesota, where Lion Rampant was based. What struck me most was how different it felt from any RPG I’d seen before. Even then, though, it remained something of a curiosity – admired more for its ideas than embraced at the table. It wasn’t until the third edition’s release in 1992, now under the White Wolf banner, that Ars Magica gained broader visibility. By then, Rein-Hagen had already launched Vampire: The Masquerade and that connection lent the game a cachet it had previously lacked. But the seeds had been planted back in 1987, in that humble, ambitious little book that imagined a different kind of fantasy roleplaying, rooted not in treasure and combat, but in magic and myth.
At its core, Ars Magica is a game about wizards: not the fireball-slinging adventurers of Dungeons & Dragons, but practitioners of a consistent magical tradition grounded in a pseudo-medieval European world. The magic system, based on a combination of techniques (Creo, Intellego, Muto, Perdo, Rego) and forms (Animal, Aquam, Auram, Corpus, Herbam, Ignem, Imaginem, Mentem, Terram, Vim), was unlike anything I’d encountered. It encouraged creativity and system mastery in equal measure, rewarding players who approached spellcasting not as a list of pre-defined effects but as a kind of magical engineering.
That alone would have made Ars Magica noteworthy, but its concept of troupe-style play made it all the more remarkable. Players were encouraged to share the duties of the referee (the “storyguide”) and to control not only a primary character (a magus) but also companion characters and "grogs," which were lower-powered retainers and guards respectively. This structure fostered a sense of shared "ownership" of the campaign that stood in stark contrast to the more referee-centric campaigns I was used to. I hadn’t seen anything like it before and I remember reading Ars Magica for the first time and being struck by how different it seemed to be.
The game’s setting, "Mythic Europe," was equally striking. Rather than creating a wholly fictional world, Tweet and Rein-Hagen placed their game in a version of historical Europe where the content of folklore and legends were real. Monasteries, faeries, noble courts, and demons all existed side by side, filtered through the lens of Hermetic magic. It was a world where the mundane and the magical existed in an uneasy equilibrium and the player characters stood firmly on the side of the uncanny.
As I mentioned earlier, the first edition rulebook really was a humble production: a softcover with a stark black-and-white cover depicting a wizard at his desk. The layout was clean, if plain, and the text dense with ideas. It lacked the polish of later editions or the visual flair that White Wolf would later bring to the game, but it had a seriousness of tone and clarity of vision that made me take notice. Looking back, I think Ars Magica represents one of the more intellectually ambitious RPGs of the pre-1990s era. Its design anticipated many later developments like freeform magic systems, troupe-style "storytelling," and campaigns centered on a fixed locale (the covenant). That the game’s fifth edition, released in 2004, remains in print is, I think, a testament to the enduring strength of its foundational ideas.
I've never played (nor even laid eyes upon) Ars Magica itself, but, based on your description here, it sounds as though much of its DNA would later be baked into White Wolf's Mage: the Ascension and Changeling: the Dreaming, both of which I played and enjoyed.
ReplyDeleteVery much so. Early on, it was heavily implied that the World of Darkness was the world of Mythic Europe in the present day. One of the vampire clans, for example, is Tremere, which is one of the houses of the Order of Hermes in Ars Magica. Later, the connection was downplayed, but it's still there if you know where to look.
DeleteOur Ars Magica gamemaster (Chris Early) would go on to write Mage: The Ascension so you are absolutely correct!
DeleteI could be wrong, but it seems to me that Ars Magica has some similarities with Chivalry and Sorcery. Most obviously, both games are set in an enchanted version of medieval Europe, but more interestingly the magic system of Ars Magica looks like a more developed form of C&C's basic elemental magic. I'm certainly not saying that AM is plagiarising C&C - it's either a matter of clever expansion of a previous concept, or an interesting parallel evolution. In any case, Ars Magica is a unique and inventive game.
ReplyDeleteOn Basic Magick in C&C:
Delete"Alongside "classic" spells, charms, illusions, black magick, there is a special class of magic, Basic Magick (BM) dealing with spells manipulating the four elements (water, air, fire, earth) and their derivatives (ice, cold, heat, light, dark, sand, dust, rain, etc..) All sorts of BM are the result of mixing of at least one spell of creation / manipulation (and up to three) and an element. There are eight creation / manipulation spells: Create, Remove, Detach (Move), Accelerate, Amplify, Intensify, Concentrate and Affix (Fix). Thus creating a fireball requires the following formula: Create Fire. If the magician wishes to launch the fireball at an enemy, he must use Detach Fire. A magician who wants to create and launch a fireball at the same time uses a spell with the formula Detach Create Fire. Knowing that we can combine up to three spells of creation / manipulation with an item, the number of possible combinations is immense."
https://cardgamedatabase.fandom.com/wiki/Chivalry_%26_Sorcery
I own both the first edition of Ars Magica and Chivalry & Sorcery, and there are definitely connections there. I would be VERY un-surprised to find a C&S was inspirational to Tweet and Rein-Hagen.
Deletehttps://archive.org/details/Wizardry_Ultimate_Wizardry_Archives/If you want to see more of the Bishop and Knight Check out the Wizardry American Guide book.
ReplyDeleteThe Japanese Books also have fantastic art By Jun suemi.
I've run a lot of ArM (4th and 5th Editions) and played in one other campaign. Troupe play is a great idea but in my limited experience there's not been much enthusiasm from most players to take on the role of GM.
ReplyDeleteArs Magica is on the list of games (like Warhammer) that I bought and looted for ideas, but never actually played.
ReplyDeleteMakes me wonder if game companies should publish a free conversion guide for whatever the hot game of the day is and make a back-handed try for those sales as I suspect they are probably bigger than those that buy it to actually play the game.
Just a heads the entire text and some of the maps for Ars Magica 5th edition product line has been released as open content under the Creative Common Attribution Share-alike license.
ReplyDeleteTo be clear this is EVERY book in the product line for ArM 5e.
I came into Ars with the 3rd Edition, and also found 4E to be quite enjoyable (and preferable to the crunchiness of WW's 3E). It wasn't till later, when I was able to get my hands on a copy of the 1st edition, that I could see just how great a piece of design the game is/was. And I agree with an earlier commenter that there seems a clear influence of Chivalry & Sorcery in the pages of Ars 1E.
ReplyDeleteIn play, Ars is the kind of "story-telling" game that 5E D&D WANTS to be, but isn't. It's downtime advancement system with interspersed "adventures" provides for a focused game experience, heavy on role-playing and shared protagonist story-telling in a sensible game setting devoid of dungeon delves and extra-planar weirdness. If I HAD to run a game for a group of individuals hopelessly wrecked by the gross pantomime that is "Critical Role," I'd use Ars Magica to wet their whistle.
However, my own gaming predilection (these days) runs more towards adventure fantasy (rather than exploration of specific time/place/setting) and so, for me, I prefer D&D.
But Ars ain't bad.
; )
Ars Magica remains one of my favorite RPGs, and I’ve had the pleasure of using it hybridized in both 1e Warhammer FRPG (since there was essentially no magic system when it was first published) and in our ‘90s Vampire the Masquerade campaigns (prior to the publications of Mage), in addition to playing in two ArM Chronicles.
ReplyDeleteAs much as I love the magic system, it’s the Troupe-Style gaming that really moved me, and I’ve leveraged aspects of in most of my RPG campaigns ever since.
Allan.
I first became aware of the game as a teenager, when the name prompted titters. I never played it at the time and to this day have still not got it to the table, but it's always fascinated me. One day!
ReplyDeleteI've hardly played Ars Magica itself, but it was a huge influence on my "gaming life" since the 1st ed came out. Probably if the direct and indirect influences are combined, the single biggest shaper of how I play, I how GM, and how I want and expect to play and GM.
ReplyDeleteMy absolute favorite Fantasy TRPG and in fact, very possibly, the only one I can say I truly enjoyed each and every time I've run or played it.
ReplyDeleteSo different from D&D and IMHO doing right what the ampersand game gets wrong. Characters are interesting, magic feels magical, monsters are frightening, the world is consistent and sensible within its own setting, and its just overall such a wonderful experience. Like the commenter above, this game had a major effect on how I think about and run games.
I still get to run it from time to time.
I'd never heard of this game until last week when my best pal mentioned that he'd joined a game of the 5th edition of this - his first rpg in 30y. 4h to create a character!
ReplyDeleteThe timing of the development and release 1987 has me wondering whether the troupe of magicians was influenced by the adherents to the Blue Principles in Jack Vance's Rhialto the Marvellous of mid-1984.