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[GMT+1] Any Beta Storyguides for Ars Magica troupe style?

We play a voice game of Ars Magica every Thursday evening GMT+1.  Now we are looking for one or two new members who want both to run and to play.  This saga, the second in the group, has not run very long, which means that it is still possible for new co-SG-s to make a real mark on it.  It does not necessarily have to be a big SG contribution, but we need more people throwing in occasional one-shots to make the saga more dynamic than a single SG can manage. We are currently four people, and we do not have room for more players-only.  Any takers? We are restricted to European Evening time, but not necessarily Thursday, so please give me a word if you would be interested a different day of the week.  
Would you be able to supply a bit more about the current tone and setting of the saga?
As with Melanie (above), I would like to know more about the general atmosphere of the stories, the setting and timeline, and especially the type of players the group currently has. Not characters, mind you - the people behind them.
Sure, but I am not quite sure where to start.   It is medium to high power.  The covenant is Spring, but it is situated in a L10 Aura, govrned by the Basque spirit Gods of Marii and Sugaar.This high-magic environment is bound to direct the tone. The covenant is not hidden, but sufficiently remote to be their own lords with little meddling from the nobility. Most aspects of religion and the Divine are off-limits.  The Church serves as antagonists. (After a rather uncomfortable OOC row, this is quite categorical with the current constellation of players. Nothing is else is as absolute as this.) The magi with story flaws are 1. Tremere immigrated from Transylvania, plagued by a vampire 2. a  noble born Mercere with a family feud 3. A Tytalus who gauntleted by having his mater suffocated by Auram spirits, and who is now plagued by her ghost (can be interpreted as tormenting master for ideas) 4. A pagan healer ex Misc Personally, I try to vary the genre and tone from story to story.  Sometimes combat, sometimes light-hearted, sometimes puzzle solving, but I am not claiming to be very good at this.  We try to make characters with striking and entertaining characteristics and we have succeeded on several occasions. Rules are generally kept simple with a conservative canon interpretation, but we need to cross each bridge when we get there, and everybody has an equal voice. We are mature players, that is parent-generation. That is not to put an age limit on new recruits, but it does influence on the tone. Anything else which it would be helpful to know?
Don't think I'd be a suitable pick. I find religious life one of the more interesting parts of the 1220 world, and I think I'd probably want to involve it a lot more than the players would be comfortable with. Sorry about that!
Definitely with Melanie on this. Even if the Church can make for an intriguing antagonist, I prefer these things to be a lot more subtle, with grounds for mutual sympathy. The high-power setup, while removing society from the picture, also leads me to believe that this would lead to a focus on lab activities, rather than social ones - and that would not suit my interests.
I wholeheartedly agree with you to be honest.   Maybe for the next group, with another constellation and a new saga.  !?   :-)