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From:
malakus
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Posted on:
Aug-17 11:53 am
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To:
ALL
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Starting up a new game with players new to Ars Magica. All but one are old hands at RPGs, so they're not having many problems picking up a new system; on the other hand, they're all mainly D&D players, so are having problems thinking 'outside the box' when it comes to some aspects of the magic system. New spells aren't too much of an issue, as I had each player make up an original spell for their magus as part of their character creation as a sort of 'final exam'. I think where they're having problems is understanding how useful and flexible the system is for enchanting items. Any suggestions for possibly kick-starting this part of the system with them, or any other just general suggestions for new players? Any feedback will be appreciated.
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From:
Tuura
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Posted on:
Aug-17 1:02 pm
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To:
malakus
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How new is 'new'? If you haven't played say, one session yet. Skip enchantments all together. Get gaming and wait for mind numbing paper work later. Your characters don't really need to start with magic items and such items may move them towards trying to fit D&D into Ars. You don't need a magic sword to fight a whatever. In fact, a magic sword might hinder you if your fighting a mage. I say get two adventures under your belt. You, as GM introduce some enchantments that are owned and used by NPC's. Then when you get to the point when your going to do a time jump and get some seasons work under your belt, then allow them to consider making enchantments as an option. Another point to consider is, if these are newbies by the book, even if you allow them to make enchantments the first time you do Seasonal work, I wouldn't bother. It's likely more cost effective to study, and wait a couple years before you tackle a project. You'll get better results. Of course making them work on enchantments with newly made characters is way to learn and appreciate the value of studying more, I think it's called "The School of Hard Knocks." I realize this is coming off anti-enchantments, it's just I think they can wait a while. Let them figure stuff out, patience. Chuck
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From:
malakus
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Posted on:
Aug-17 2:07 pm
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To:
Tuura
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Oh, indeed. I'm not pressuring them to enchant or anything, just looking for ideas to get them to start thinking about them. Not even in a session or two, but maybe a few game-years down the road. They are mostly studying, although one (who has decided to specialize in ice/cold effects) has created one spell in the lab, so it has given everyone else at least an introduction into how seasons spent in the lab as opposed to study work. [Edit] 'New' as in 'never played before', and we've only done one actual play session (i.e. not counting meeting for character creation, etc.).
Edited 8/17/2005 2:09 pm ET by malakus
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From:
Tuura
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Posted on:
Aug-17 4:38 pm
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To:
malakus
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Well then I'd go back to what I said about introduceing some enchantments via NPC's. Everyone has thier own take on Ars and what should go into a game. I'm a big fan of guest appearances by magi's Pater/Mater. I figure parents are always involveing themselves in the affairs of mortal people, why wouldn't that apply to wizards as well. Introduce some one's Pater into the game and have them use enchantments, showing how they don't have to expend fatigue and how handy they are to have. Don't use any from the books that say, "this is outside Hermetic abilities", that will only confuse them. I'd veer away from classic TSR stuff like swords and armor. Make something useful or fun, flying carpets, a mug that's always full of beer, or a telescope that can see through walls. These are all from my game if it matters. Chuck
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From:
malakus
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Posted on:
Aug-17 5:09 pm
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To:
Tuura
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Oooo. Telescope that can see through walls? That's a cool one I hadn't thought of before. What was the specific level and effect you used with it?
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From:
Tuura
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Posted on:
Aug-17 8:42 pm
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To:
malakus
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I'll have to look it up, I have an old friend passing through town so I probably can't do this for a few days. The telescope can also see into other levels of regios as well. It's a pretty bad ass telescope. Of the material I listed, the telescope is my invention. So I'm blushing over your flattery. ;) Chuck
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From:
malakus
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Posted on:
Aug-18 12:27 am
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To:
Tuura
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Well, it is a cool idea, and I imagine you'd get some interesting shape/material bonuses.
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From:
ArsBrevis
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Posted on:
Aug-20 7:55 am
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To:
Tuura
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Telescopes weren't widely known or available in Medieval Europe, but it wouldn't be much of a stretch to add them. The first good telescope that we know of was made by Hans Lippershey in 1608. The 13th-century scholar Roger Bacon claimed to have an optical device that could see objects at remote distances, and in the future. For some reason, people thought he was a magician. There are contradictory reports about the 10th-century Visby lenses - as far as I can make out, they had very good magnification and little distortion, but were shaped for close-up work rather than for use in a telescope. They do demonstrate that the graft of grinding lenses was sufficiently advanced to make spyglasses, once the principle was known.
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From:
ArsBrevis
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Posted on:
Aug-20 8:18 am
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To:
malakus
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Enchanted items make very good MacGuffins: the PCs have to seek some unique and marvellous item, to make them an example in these dark times. You can also have an item fall into the covenant's hands unexpectedly, its function unknown. Or you may be able to set things up so that the PCs need to achieve some effect that they're too weak to achieve with a spell, but can accomplish by creating a charged item. See post 683.8 in the Extirpation of the Diabolic thread.
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From:
Tuura
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Posted on:
Aug-20 1:39 pm
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To:
ArsBrevis
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Thanks for the info on telescopes. I knew that my telescope was anachronistic, but I reasoned I'm playing a magus capable of turning lead to gold. Can't I make a magnifying glass? I'm a big fan of Bernard Cornwell's Sharpe books and I wanted a telescope (like Sharpe), so by gum I was going to have one! My character's scope is by no means a 21st Century device. Again, I don't have my notes here but I believe it's a X2 or X3 magnification. It's sort of sucky. But it's a telescope! Nobody else has one, and I can see through walls! While it doesn't have hordes of powers or delivers massive amounts of damage, I have discovered that this simple power is a GM headache. Things like walls and hiding things from characters are easily circumvented by my handy enchantment. Because of this, I often practice self restraint in the telescope's use. My character is paranoid someone else will break it, he doesn't want to look into a room and have it be considered scrying, and in general he's a selfish bastard, so the telescope doesn't see as much play as it could. If one wished to emulate "The Eye of Sorel" (my telescope), I would caution you to consider how irritating it can be for a GM to handle a character that essentially has unlimited X-Ray Vision (no fatigue expenditure). Chuck
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From:
ArsBrevis
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Posted on:
Aug-21 5:54 pm
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To:
Tuura
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Interesting - how does the device work? I recently invented a spell to see through earth and stone, as an InTe effect similar to Clear Sight of the Naiad and True Sight of the Air. This works for stone walls, although finer buildings tend to have furniture, carpets and tapestries obscuring the view. For a typical wattle and daub wall, one can see through the daub but not the wattle. By the way, since no-one in the world has a telescope, everyone will know it's something arcane.
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From:
Tuura
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Posted on:
Aug-21 6:47 pm
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To:
ArsBrevis
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By the way, since no-one in the world has a telescope, everyone will know it's something arcane. Good point, fortunately my character only leaves the covenant about once every 10 years. I recently opened my own video store and have only gamed once in the last year. I'll have to look for my notes and update the item to Ars5. The item looks through stone, so yes material like wood chairs, carpets hung from walls, and people block what my character can see, but hey, I'm not complaining! Chuck
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