Ars Magica Ars Magica template for Metacreator
From: PeggyKvam Posted on: 12/11/2002 5:51 pm
To: ALL
Message: 128.1
Through an arrangement with Atlas Games, Alter Ego Software, Inc. is now
offering Ars Magica for Metacreator. For complete details and a
demonstration version, see http://www.alteregosoftware.com.

The Ars Magica game system template provides whole-life character
management, from creation, to study and training, to spell research and
enchanting magical devices. Metacreator automatically handles all aging
rolls and records their effects in a permanent character history.

The package includes all Virtues, Flaws, Abilities, Spells, etc., from Ars
Magica, 4th Edition, The Wizard's Grimoire, Faeries, Hedge Magic, The Dragon
and the Bear, Ordo Nobilis, Ultima Thule, Kabbalah, A Medieval Tapestry, The
Mythic Seas, The Mysteries and Blood and Sand.

Printing options include: standard Ars Magica character sheets, magus
grimoires, character history, and multiple-character summaries that keep all
relevant combat statistics at hand. You can also output character
information in HTML and RTF format for posting your characters on the web or
inclusion in word processing documents.

And like all Metacreator products, you can add your own data for Virtues,
Flaws, Abilities, spells, equipment, etc.

You can also use standard Metacreator functionality to fully customize or
create your own print templates and character sheets, and even create
completely new game systems.

You can get the Metacreator/Ars Magica bundle at
http://www.alteregosoftware.com for $24.95. If you already own Metacreator,
you can get the Ars Magica game system template for $14.95. If you own a
previous version of Metacreator or the previously released Ars Magica game
system template, you can upgrade to Metacreator for $12.95.

Peggy Kvam
Alter Ego Software, Inc.

From: Jeremiah Genest Posted on: 12/11/2002 7:39 pm
To: PeggyKvam
Message: 128.2
in reply to: 128.1
I highly recommend this software. I participated in the playtesting, and I found this a very solid piece of work. Certainly makes my life easier.

Jere

From: John Nephew Posted on: 12/11/2002 11:32 pm
To: PeggyKvam
Message: 128.3
in reply to: 128.1
This project has been in progress for a very long time, and we're VERY excited that it's hitting the market!

I've been using the program, and am amazed and delighted with how well it works. (Especially as I was, for instance, working up the 4th ed. character stats for the Bats of Mercille...)

From: marklawford Posted on: 12/17/2002 8:00 am
To: John Nephew
Message: 128.4
in reply to: 128.3
I used the demo yesterday and immediately went to order it from their site (then I got stumped by paypal so I have to wait a few days before I can complete my order...)

A great tool and I know I've just scratched the surface. Does the ful program include library logging features? A plugin for covenants would be fantastic as would one to quickly generate a random (but sensible grog) - I guess we could set up a base template and then...

Anyway, I'm looking forward to using it properly.

From: Jeremiah Genest Posted on: 12/17/2002 8:46 am
To: marklawford
Message: 128.5
in reply to: 128.4
It has a library feature. Covenants are too much of a mess to do properly (though I begged Bruce for it). So maybe if he gets enough feedback we'll see something.

There is a way to do insta-grog. I have one at home that produces a grog cookie-cutter style and I just need to select age and assigna few extra xp to.

Jere

From: marklawford Posted on: 12/17/2002 9:05 am
To: Jeremiah Genest
Message: 128.6
in reply to: 128.5
While I had time on my hands I did try and put a simple database together to store covenant and library details. It got so far and then I realised that paper and pencil would probably be quicker for those guys.

On a different tack:

How do you use it in your game? I mean, do you generate the character using the tool and then print it out and just keep changing the hard copy or do you use the advancement features and print a new sheet every now and then?

I can see that it would be great for a story guide to keep track of the characters...

I'm looking forward to the dawn of intelligent electronic paper. Less printing and more "interactive" than old fashioned wood pulp.

From: Jeremiah Genest Posted on: 12/17/2002 9:17 am
To: marklawford
Message: 128.7
in reply to: 128.6
We do characters and advancement on it.

Especially grog and companions. As a troupe we've found it immsensely helps us in keeping these guys up-to-date, a problem we've had in the past. I rememebr manya s ession where the first 30 minutes would be spent updating (and oftentimes creating) new grogs and other custdoes because noone had looked at them since the last time theyw ere played, which could have been 5 or 6 years ago game time. Ars Magica metacreator ahs amde this a lot easier to do. And so far its happening more out of session. Which is allowing more time on personality buildin for the grogs. I like it.

The best thing for me about metacreator is it makes cons a whole lot easier. I used to dread making the characters for the con one-shots I run (I tend to run 5 or 6 a year). I just did it for an upcoming con (in January) and it was very effortless.

Jere

From: marklawford Posted on: 12/17/2002 10:04 am
To: Jeremiah Genest
Message: 128.8
in reply to: 128.7
I hadn't thought about the poor guys that don't get played from year to year. I can see how meta would help with that.

We are currently playing with just a group of itinerent magi and no grogs, so I was looking forward to the creation side of things when we need grogs.

Another point though, I didn't notice the classical training virtue from mysteries (?). I hope I've overlooked it...

From: Jeremiah Genest Posted on: 12/17/2002 10:20 am
To: marklawford
Message: 128.9
in reply to: 128.8
If you load the Mysteries sheet it should be there. I know I made magi with it.
From: marklawford Posted on: 12/17/2002 10:47 am
To: Jeremiah Genest
Message: 128.10
in reply to: 128.9
Now that was cool. I guess I should read all the help pages for this tool.

If licensing permits, it would be cool to have a few characters generated with this software available on the atlas site. It would be great to allow stroyguides to download these "NPCs" and then progress them through the years at their own pace and according to their own saga.

It's nice to see character sheets online, but if we could have the meta-creator templates too, what a bonus.

From: John Nephew Posted on: 12/17/2002 11:30 am
To: marklawford
Message: 128.11
in reply to: 128.10
> If licensing permits, it would be cool to have a few characters
> generated with this software available on the atlas site.

I'm sure that the Alter Ego guys would be cool with that. In fact, I was thinking of doing that for the PDF Bats of Mercille -- have a ZIP file on the Atlas site, free download, with all the pregen characters for Metacreator.

In fact, if someone volunteered to work up files for the pregens from other books (like Return of the Stormrider and Promises, Promises), we'd be delighted to put them on the website.

I'm really glad to see the positive response to this software. I know when I was using it, I kept going, "Dang! This is SO COOL!"

We're also trying to arrange for CD-ROMs of the software to be available by mail order from Warehouse 23.

From: Berengar Posted on: 12/17/2002 11:53 am
To: John Nephew
Message: 128.12
in reply to: 128.11
I know for sure that .rtf files for characters created with varying older versions of creator and metacreator are on the Atlas site already. These are for the characters from the 150-year covenant.

We would not have managed the 150 years without such a tool.

Yours

Berengar

From: marklawford Posted on: 1/2/2003 4:27 am
To: PeggyKvam
Message: 128.13
in reply to: 128.1
I've been playing with this tool a lot over the holidays (and now a host of NPCs have made it from concept to paper) and I might have missed a subtlety along the way.

We use Ordo Nobilis Arms and Armour rules and I was wondering whether anyone here knew how to switch from vanilla Ars to Ordo rules. This makes a difference with the abilities list and combat totals.

Aside from that, great. I've even loaded up the books from the giant Ars index as a data sheet, so studying from famous volumes is dead easy.

From: GaRy Posted on: 1/2/2003 10:37 pm
To: marklawford
Message: 128.14
in reply to: 128.13
Our Saga has also loaded up with this tool. However as you have discovered the combat is generic Ars 4, not Nobilis.

Ii'' assume you know about loading the supplied Data Sheets. However doing this will not alter the way the macros work behind the scenes, only the data that you feed them.

Now we use a modified Nobilis set of rules for combat and have modified Metacreator to cope with this.

Altering the macros in the script and ini files is not easy, unless you have a programing background. Depending on what aspects you are adopting, you may have to alter the script files and the print ini files. Thats ArsMagica.scp, ArsMagicaPrint.ini and ArsMagica.ini (from memory). The Print ini is used to initialise the Print template (which you may not have to change). Its the formula for the macros that you need to change.

We have altered the combat matrix, and are in the process of debugging the Encumberance rules to work with Nobilis.

One thing that is easy to do is the adding of the armor types from Nobilis into a separate Data sheet and load it with the character sheet.

One thing I would love to see is a tool to allow you to map the characters relationships (that would kill a lot of our paperwork).

From: GaRy Posted on: 1/2/2003 10:47 pm
To: Jeremiah Genest
Message: 128.15
in reply to: 128.9
There where a number of Virtues etc from Mysteries that where overlooked, mostly specialised ones from various lineages or the Mystae from the last third of the book. But its not a big thing to put them in.

Also I have found that the Neophyte generation was a little too specific in its Vitues vs Flaws etc for the initiation points. But again this can to altered to suit your tastes.

Overall, fantastic product. has saved our Saga so much time in just paperwork tracking all the magi.

From: Jeremiah Genest Posted on: 1/3/2003 8:02 am
To: GaRy
Message: 128.16
in reply to: 128.15
Really? Damn that was my goof then, I should have noticed that in playtesting. Could you post a list?

Jere

From: Al3xWhite Posted on: 1/5/2003 10:14 pm
To: Jeremiah Genest
Message: 128.17
in reply to: 128.16
I've just got my hands on a copy for Xmas, and have searched in vain for the Classical Education virtue from The Mysteries-- is it in there or do I need to make a Generic virtue to reflect that?

Also, I've not found the other Mysteries virtues, how do I access them? Do I make them up?

~Alex

From: GaRy Posted on: 1/5/2003 11:19 pm
To: Al3xWhite
Message: 128.18
in reply to: 128.17
I will assume that you have loaded the Mysteries Data Sheet (file > load data). If you haven't load this first.

What you are looking for is under Hermetic Virtues > Classic Training,

If this is not what you are after. You will need to access the Macro Data Sheets (mds) files in the Metacreator folder.

If you are missing virtues, first off backup you files into a separate folder (not below the current one), then go and read the pdf mannuals on data sheets. Open the mds for mysteries in Metacreator and insert the vitues you need.

The ones I have missing are
i)Affinties for: Circles, Colour, Sound, Shapeshifting, Healing Magic,Healing, Blood
ii) some of the side effects (flaws) for Thaumaturgy (slow claster).

I suspect there are more. We are giving this product a very good work out. Its good points are shinning. But we have found a few problems, like

1)Various things are missing (virtues, mystery requisites - usually the fine detail in the text)
2) no real simiple allowance for induction of magi into a mystery later in life.
3) No way to assign (easily) Magic Might to a Magi via Elixir or Hermetic Theurgy
4)the random generator (which we are considering rewriting)
5)the Encumberance rules. Go and select a Wagon in equipment, suddenly you are wearing the horse and cart, load = 65 (very funny).
6)No allowance for Noblis Enc armor and combat rules (did michael get a look at this product)
7)Hedge magic is handled very poorly. Mind you I think a separate script modules is needed for this one.
8)easy way (okay you can use the sub lists) to flag spells as non standard (like Fae, Oneiromantic etc)

We will find more "features" like this. Most of these are mot big problems, and can be easily overcome. For a Ars newbie they maybe a problem however.

I will point out that this product would still be on my "must have" list for Ars. Like all softare, I never find a product that is 100% perfect

Gary


Edited 1/6/2003 7:13:17 AM ET by GARYBARBER
From: W23Goddess Posted on: 1/14/2003 11:31 am
To: ALL
Message: 128.19
in reply to: 128.11
>>We're also trying to arrange for CD-ROMs of the software to be available by mail order from Warehouse 23.<<

And we have been successful! Warehouse 23 will carry both Ars Magica related Metacreator products (as well as several others). The first batch should arrive right around January 24, but we're taking preorders now for folks who want a copy to ship as soon as it shows up.

http://www.warehouse23.com/search.cgi?pline=Metacreator

Michelle Barrett
Warehouse 23 Manager
Steve Jackson Games
www.warehouse23.com
michelle@sjgames.com
From: PeggyKvam Posted on: 1/15/2003 6:18 pm
To: GaRy
Message: 128.20
in reply to: 128.18
Thanks for the comprehensive errata list, Gary. I'll review it, and let the forum know what we do to update the Ars Magica game system template.

Peggy Kvam
Alter Ego Software, Inc.

From: marklawford Posted on: 1/27/2003 6:13 pm
To: GaRy
Message: 128.21
in reply to: 128.14
How's the progress going with the Ordo Nobilis combat stuff? I think I might have another challenge for you now though.

I was trying to generate a Criamon complete with enchanted Imprints. The best I could manage was to add the Imprint as a device and list the appropriate form and effects. They do have slightly different modifiers to normal enchanted devices. Do you have any thoughts on how this could be achieved?

That is, assuming that I haven't simply ignored the big button that says "Criamon Imprints This Way".

Mark

From: APNorman Posted on: 1/28/2003 1:27 am
To: marklawford
Message: 128.22
in reply to: 128.21
Wizard's Grimoire, Revised Edition.
From: Winged_Lion Posted on: 1/28/2003 5:14 am
To: PeggyKvam
Message: 128.23
in reply to: 128.1
Is the Ex-Misc right? My program says 19 + age skill points and my book says 29. I miss an errata somewhere?

Winged Lion

From: marklawford Posted on: 1/28/2003 8:46 am
To: APNorman
Message: 128.24
in reply to: 128.22
I found the imprints in the grinoire, but I couldn't find them in metacreator. Any idea as to where/if they are in the application?
From: GaRy Posted on: 1/28/2003 9:38 am
To: marklawford
Message: 128.25
in reply to: 128.21
Yeap Mark in right there is no easy way.

I do have a way, but I'm still getting the bugs out of it. Will let you know when I have it working 100%

Gary

From: PeggyKvam Posted on: 1/28/2003 10:38 am
To: Winged_Lion
Message: 128.26
in reply to: 128.23
The program gives 29+age ability points in release 2.3.4 (the current release). Could you send me an email directly describing exactly what you did when you only got 19+age points?

You can customize your points using the Data/Configuration table, so in your case just add the missing 10 that way if you can't figure out what happened.

Enjoy!

Peggy

From: GaRy Posted on: 1/28/2003 10:33 pm
To: marklawford
Message: 128.27
in reply to: 128.24
Thats right they are not in metacreator.

But I have just worked out a nice way to put them in. Now you will need to alter the ArsMagica.cds file and a script file ArsMagicaAdvance.scp

***** If you are not comfortable doing this then read no further. *****

1) backup your files.

2) open the ArsMagica.cds
under devices add

Body (Imprint)
BAse Form: Body
Material: Body
Base Points: 10 + (size * 2)
Size Multiper : tiny (yeap thats a fudge to make it work)

3) Add the Form and Effect bonuses from the WGRE (page 95 I think)
4) save and reload
5) open the script ArsMagicaAdvance.scp
do a search for the word "gold" (ctrl-f)

this locates a line of code:

array materials[10] = "1: Cloth, Glass", "2: Wood, Leather", "3: Bone, Soft Stone","4: Hard Stone", "5: Base Metal", "6: Silver", "10: Gold","12: Semi-precious Gem", "15: Precious Gem", "20: Priceless Gem";

under this line insert

n = addElement(materials, format("%d: Body", 10 + ($*size * 2)));

Now save this script

6) place an Item (device) Body in the equipment section
7) now enchant this object as normal.

Okay its not perfect, But its a nice quick workaround.

Note to the developers - this array should have been in a mds list along with the range, duration and target lists for the spells as this are bound to change and be added to.

Gary

From: marklawford Posted on: 1/29/2003 4:16 am
To: GaRy
Message: 128.28
in reply to: 128.27
Thanks Gary,

I did most of that up to "n = addElement(materials, format("%d: Body", 10 + ($*size * 2)));" including the form and effects. I have a kind of supplementary sheet that I use for adding new things, so I added it there (after adding a new "Form and Effect" folder).

Thanks for the tip on the size thing. That was the bit I was missing. Well, that and the effect level modifiers. But altering those probably goes beyond the boundaries of altering scripts and data sheets so I reckon I can live with it.

I'll try out your suggestion tonight.

Thanks again,

Mark

From: Al3xWhite Posted on: 1/29/2003 8:58 pm
To: PeggyKvam
Message: 128.29
in reply to: 128.1
Hi,

I've got the Ars metacreator, but am having trouble adding new virtues that do funky things. The best I've been able to do is add a new virtue/flaw with a name and a cost.

Since I have no experience with programming or anything like that, I'm finding things hard going.

I want to know how to make a new virtue that grants Magic might, that grants abilities and powers, and alters aging.

Is this beyond the metacreator's abilities, or does it require someone with programming skills?

Thanks,
~Alex

From: GaRy Posted on: 1/30/2003 12:04 am
To: Al3xWhite
Message: 128.30
in reply to: 128.29
Short anwser - I think you are going beyond the Metacreator functionality in someways.

Most Virtues of this type in canon provide a new skill/power/knowledge. This type of thing is possible just follow the examples of existing virtues of this type. All this can be added via the mds tables. These aren't that horrible, they like a spreadsheet (a bit).

Changing abilities and age will require a far slab of programing on the character sheet and main scripts to present the modified value to you on the screen (beyond the base value). Not impossible if you don't mind working with the scripts.

I maybe wrong but Metacreator doesn't allow for Magic Might as a variable for a Character. This would have to programmed in as a new Character sheet Variable. Now this isn't impossible. I have to do the Magic Might points one day for Theury anyway (it was left out)

Send me (off Forum) what you are trying to do.

From: PeggyKvam Posted on: 1/30/2003 11:12 am
To: Al3xWhite
Message: 128.31
in reply to: 128.29
Hi, Alex,
Your question about how to implement a special Magic Might in your Metacreator/Ars Magica character is interesting and possibly difficult. Unfortunately, you didn't provide enough detail for me to give a good answer. Could you explain the details of your idea in an email to me at pkvam@alteregosoftware.com?
Thanks!
Peggy Kvam