Yes I've been busy. I had hoped to reaquaint myself with the fourth edition covenant creation rules first but I haven't had the time. "I don’t necessarily think that 4th ed’s rules were perfect, but I think they were an improvement over previous rules, and 5th ed stepped away from that." Our opinions and experiences differ on this point. I found the third edition covenant rules provided my groups more enjoyment than the fourth edition version of them. "The main problem with the flavor driven covenant creation is that the Troupe will have different interpretations of what the entries mean. For instance, take “while the Covenant is hard to get into, it could not withstand a serious military assault without the use of Magic,” a sentence detailing the Baseline, page 71. As Storyguide, I may say that sentence means a 10’ stone wall atop a slight rise, with a fortified gatehouse. However, one Player thinks the rise should be atop a hill with a 40-degree approach, and three sheer sides. Another student of architecture thinks it should mean two curtain walls, and anything less is likely to be overrun. It leaves much to the interpretation. In my Troupe, that means it leaves much to the Argument." It has been years (3?)since I made up a covenant in fourth edition. I always thought that it was odd to pay points for every approach equally. How many covenants are there where an approaching party can't get to the side of eaisiest approach? Putting more the qualitative things into a virtue/flaw type system (i.e. boons and hooks)was an elegant way to avoid potential holes in the system. Not just the silly exploitations like taking ten bonus labs each with a -5 quality and thereby scoreing your covenant a mess of points to spend on other things but also the sort of issues that happen to players who aren't trying to finesse the system such as taking negative relations with everything on earth when the storyguide can only pile so many stories about how disliked the covenant is on the players before everyone gets sick of it. My Ars Magica group is apparently less argumentatve than your's, but I've played in some contentious D20 and Champions games. It has not been my experience that more specificity in the rules leads to fewer arguments. "If a Covenant has a specified number of points to build with, just like the Characters have, then the Troupe can decide to put those points into the areas that concern them. Flavor is added as needed, so that incredible details like Doissetep filling an entire mountaintop are agreed on after the basic details are worked out. Sometimes flavor costs more, sometimes it doesn’t." I'm not sure that I understand you point here. Fourth edition did allow you to create a covenant in any season and each season had a range of build points to choose from (or have I forgotten something)? The character creation rules allow you to create any character from a five year old invalid to a two hundered year old archmage. Similarily the covenant creation rules allow you to start with any quantity of resources that you wish. Is your point that the present rules only provide strict accounting for issues concerning magic items, vis, books, and skilled servitors while other issues are covered by hooks and boons? Is it a problem that you can no longer, while designing the covenant, sacrifice the points you were going to spend on your good mundane library in order to have better relations with the local monistary. "The Covenant is described as “the single most important character in most Ars Magica Sagas,” but the system for building one is far simpler and less precise than for building a Player Character. Character Generation doesn’t have entries like “Art Scores: Good. You may assign Art Scores that you think are typical for a newly Gauntleted magus.” Or “Art Scores: Superior. Your may assign Art Scores that you think are better than a newly Gauntleted magus.” I prefer a more codified system for creating something as important as the Covenant. Let the Troupe decide on Color and Flavor, but keep the Basic Mechanics sound." The fifth edition rules do force specifics in the areas that are used by the players (magic items, vis, books, and skilled servitors) it does not nail down issues that are more often dealt with by the storyguide (relations with outside factions, vunerability to attack, ease of aquiring supplies). My experience of what goes on in a game maps pretty well with the style of the fifth edition rules: The only time I ever had a covenent attacked by a military force was a third edition covenant, I only rarely used the accessibility of supplies as a story hook, and mundane relations were always changed by the actions of the PC's regardless what history the covenant had. As a result I was not eager to have players nerf their covenant in these areas so they could get more vis and a bigger library. (Perhaps I just run the game in a manner more similar to david and the (other) playtesters than you do so I'm missing the problem that they (we) built into the system. My experience in using the rules was that when my group finished the covenant creation process in fifth edition we had a bunch of stories, when we finished in fourth edition we had a bunch of numbers. Now I'm going to get roasted for foolishly posting without reference to either rulebook. What areas have you found in which the fifth edition covenant creation system has not been sufficently specific for your group?
Edited 2/24/2005 5:08 pm ET by erik_tyrrell
|