Ars Magica isn't a pre-history of the WoD because it assumes a fixed paradigm, rather than a maleable one. If ArsM wanted to attract new players, then I'd argue these things should be considered:- - Keep IC fiction short and sweet, for flavour text, rather than using it to introduce core concepts. No more than 1-2 pages at most, per piece. - Following on from the above, ensure that all key concepts are presented clearly and concisely in the first few pages of the book. Define all terms early on. - Make use of 'splat' graphical spreads for the various Houses in character generation. - Increase general graphical content of book. Maps, Templates, Illustrations. - Re-assess overall design of book as it relates to it's core market audience and what type of product they would be prepared to pay for. (Hint: Look at Nobilis - It doesn't look like a typical d20 product does it! What impression of the game do you get from such bold design choices made? What impression do you want Ars Magica to make?) - Ensure clear and easy guidlines are given for rules conventions. ie *What* are the Ease factors for a given task, *when* do you add more botch dice, etc - Ensure all systems are fluid and polished. - Utilise more examples of Character and Covenant generation. Include a sample adventure/Chronicle (ie like Nigrasaxa) in corebook. - Set a long term production schedule, and display it wherever possible.
Edited 9/8/2002 9:21:23 PM ET by TRIPPY666
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