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Ars Magica : The Art of Magic (Ars Magica)
 
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Ars Magica : The Art of Magic (Ars Magica) [Hardcover]

Jonathan Tweet (Author), Jeff Tidball (Author), Mark Rein-Hagen (Author)
4.0 out of 5 stars  See all reviews (1 customer review)


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Book Description

January 1, 1997
Come to a land of adventure and mystery, of falling empires and rising nations, of legendary creatures and incredible myths. This is Ars Magica's Mythic Europe, where the power of magic is real and exists alongside historical figures and locations.

Stories revolve around the covenant: one part mystical college, one part magical laboratory, one part Hermetic fortification, one part bastion of secrecy.

Your Role: Grog, Companion, Magus

You'll take many roles. At times, you may be a grog, a stalwart guard of the covenant, well-paid for your labors with a life far more exciting than that of the common folk. At other times, you may be a companion, a respected friend of the covenant, using your professional skills for a share of the glory and the reward. You'll also take on the role of a magus, a wizard of legendary power, a leader of the covenant, a member of one of the Houses of Hermes. With each role you play, however, you have knowledge few others possess. You know of Ars Magica, the art of magic.

A Magical Game

The first edition of Ars Magica set the benchmark for magic in fantasy roleplaying. It pioneered the storytelling style of roleplaying that has become so popular today. Its setting, Mythic Europe, sparked the imaginations of fantasy fans and history enthusiasts alike.

The fourth edition of Ars Magica's core rulebook introduces improved systems in several key areas such as combat, character advancement, and covenant generation. This version of the game retains and improves upon Ars Magica's powerful and flexible magic system -- widely regarded as the best rules for magic in all of gaming. Ars Magica Fourth Edition also remains compatible with the game's previously released supplements.

Ars Magica won the Gamer's Choice Award for Best Fantasy Roleplaying Game of 1988; the Fourth Edition was nominated for the Origins Award for Best Roleplaying Rules of 1996.


Product Details

  • Hardcover: 272 pages
  • Publisher: Atlas Games,U.S.; 4 edition (January 1, 1997)
  • ISBN-10: 1887801561
  • ISBN-13: 978-1887801560
  • Product Dimensions: 11.1 x 8.5 x 1 inches
  • Shipping Weight: 2.3 pounds
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (1 customer review)
  • Amazon Best Sellers Rank: #3,889,703 in Books (See Top 100 in Books)

 

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6 of 9 people found the following review helpful:
4.0 out of 5 stars Curse of chronos, December 27, 2002
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"dallimpex" (Vilsbęk, Padborg (Denmark)) - See all my reviews
This review is from: Ars Magica : The Art of Magic (Ars Magica) (Hardcover)
A quirk of many Ars Magica players is that they have a particular edition they value above all others: mine was third edition: to my mind, it was the apex of the games origionality. At its best, Ars Magica was an intensly colourfull game that gave modern players a filter through wich they could percive a fantastic medival world. It was a mix of judith tarr and prof. umberto eco, and propably the best thing mark rein . hagen ever made.
Unfortunately, the current owners of the game do not get all that. They seem to think that its supposed to be a "realistic" simulation of the middle ages: not that the middle ages are not intresting enough on their own, but that just wasnt the point of Ars Magica. Its name means "the Art of Magic", and it was supposed to focus on what was OUTSIDE the medival world: its cosmology was one never thought of in medival times. The main characters are outcast wizards, not, say, knights.
Also, i have a terrible suspicion that the current owners overuse of historical material is due to a lack of ideas of their own. Even the colours used in the game - books have become more grey.
One last thing: the rules have always been a bit heavy - going (even a simplified version of rolemaster can manage to be quite complex), but the basic dice system is easy and logical enough, so with a bit of practice a storyteller should be able to manage with a few general rolls. The fourth edition people should have kept most of them unchanged, i understand.
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