Legacy:Arm1

From Project: Redcap

Version 1

Date: 2008-12-28 14:56:53 GMT Author: AndrewGronosky Comment: Initial version


[Image:ArM1_cover.jpg] The first edition of Ars Magica (or ArM1, for short) was published in 1987 by the now-defunct company [[Lion Rampant]].  It won the Origin Gamer's Choice Award for 1988.

At the time, ArM1 was a very innovative game that broke new ground in several ways.  It created an open-ended magic system that allowed players to invent an unlimited variety of new spells by combining [[Forms]] and [[Techniques]].  It introduced [[Troupe Style]] play, where players rotate roles like actors a repertory troupe. It introduced [[Personality Traits]], which quantify a character's personality as well has his/her physical and mental abilities.  It deliberately cast aside the idea that all player-characters should be equal in power, and made magi a great deal more powerful than [[Grog|grogs]] or [[Companion|companions]].

Back in 1987, the fantasy role-playing genre was dominated by First Edition AD&D, with Runequest a distant second.  Ars Magica was a radical break from AD&D, putting a strong emphasis on story and characterization.

First Edition Ars Magica is long out of print.  A copy seems to surface for auction on E-Bay every few years, but commands a collector's price: often $75 or more.

=Familiar Concepts from ArM1

Players of Ars Magica would recognize most of the familiar elements of the game.

* All the [[Arts]] were introduced in ArM1
* Most (but not all) of the [[Spell|spells]] from later editions were introduced in ArM1
* [[Personality Traits]] were there, as well as [[Characteristics]] and [[Abilities]]
* Magi had [[Laboratory|laboratories]] and could enchant [[Familiar|familiars]] or [[Enchanted Device|devices]]
* Characters had "exceptional traits" that are recognizable as [[Virtues and Flaws]]
* Magi had [[Parma Magica]] and [[Longevity Ritual|longevity potions]]
* Magi lived in [[Covenant|covenants]] and used [[Redcap|redcaps]] as messengers
* [[Certamen]] was a means of resolving disputes

=Oddities of ArM1
On the other hand, there were several aspects of ArM1 that would seem odd to someone familiar with later editions:

* [[Houses of Hermes|Houses]] didn't exist.  They were introduced in [[ArM2]]
* Magi tracked their study and laboratory work in months, not seasons
* [[Parma Magica]] was a [[Rego]] [[Vim]] [[General Spell | General spell], not an [[Ability]]
* The [[Code of Hermes]] was not written down specifically, only described in general terms

Version 2

Date: 2008-12-28 14:59:52 GMT Author: AndrewGronosky Comment: Fixed formatting


[Image:ArM1_cover.jpg] The first edition of Ars Magica (or ArM1, for short) was published in 1987 by the now-defunct company [[Lion Rampant]].  It won the Origin Gamer's Choice Award for 1988.

At the time, ArM1 was a very innovative game that broke new ground in several ways.  It created an open-ended magic system that allowed players to invent an unlimited variety of new spells by combining [[Forms]] and [[Techniques]].  It introduced [[Troupe Style]] play, where players rotate roles like actors a repertory troupe. It introduced [[Personality Traits]], which quantify a character's personality as well has his/her physical and mental abilities.  It deliberately cast aside the idea that all player-characters should be equal in power, and made magi a great deal more powerful than [[Grog|grogs]] or [[Companion|companions]].

Back in 1987, the fantasy role-playing genre was dominated by First Edition AD&D, with Runequest a distant second.  Ars Magica was a radical break from AD&D, putting a strong emphasis on story and characterization.

First Edition Ars Magica is long out of print.  A copy seems to surface for auction on E-Bay every few years, but commands a collector's price: often $75 or more.

=Familiar Concepts from ArM1

Players of Ars Magica would recognize most of the familiar elements of the game.

* All the [[Arts]] were introduced in ArM1
* Most (but not all) of the [[Spell|spells]] from later editions were introduced in ArM1
* [[Personality Traits]] were there, as well as [[Characteristics]] and [[Abilities]]
* Magi had [[Laboratory|laboratories]] and could enchant [[Familiar|familiars]] or [[Enchanted Device|devices]]
* Characters had "exceptional traits" that are recognizable as [[Virtues and Flaws]]
* Magi had [[Parma Magica]] and [[Longevity Ritual|longevity potions]]
* Magi lived in [[Covenant|covenants]] and used [[Redcap|redcaps]] as messengers
* [[Certamen]] was a means of resolving disputes

=Oddities of ArM1


On the other hand, there were several aspects of ArM1 that would seem odd to someone familiar with later editions:

* [[Houses of Hermes|Houses]] didn't exist.  They were introduced in [[ArM2]]
* Magi tracked their study and laboratory work in months, not seasons
* [[Parma Magica]] was a [[Rego]] [[Vim]] [ General Spell | General spell]]l]], not an [[Ability]]
* The [[Code of Hermes]] was not written down specifically, only described in general te

Version 3

Date: 2008-12-28 15:08:22 GMT Author: Yair Comment: typo


[Image:ArM1_cover.jpg] The first edition of Ars Magica (or ArM1, for short) was published in 1987 by the now-defunct company [[Lion Rampant]].  It won the Origin Gamer's Choice Award for 1988.

At the time, ArM1 was a very innovative game that broke new ground in several ways.  It created an open-ended magic system that allowed players to invent an unlimited variety of new spells by combining [[Forms]] and [[Techniques]].  It introduced [[Troupe Style]] play, where players rotate roles like actors a repertory troupe. It introduced [[Personality Traits]], which quantify a character's personality as well has his/her physical and mental abilities.  It deliberately cast aside the idea that all player-characters should be equal in power, and made magi a great deal more powerful than [[Grog|grogs]] or [[Companion|companions]].

Back in 1987, the fantasy role-playing genre was dominated by First Edition AD&D, with Runequest a distant second.  Ars Magica was a radical break from AD&D, putting a strong emphasis on story and characterization.

First Edition Ars Magica is long out of print.  A copy seems to surface for auction on E-Bay every few years, but commands a collector's price: often $75 or more.

=Familiar Concepts from ArM1

Players of Ars Magica would recognize most of the familiar elements of the game.

* All the [[Arts]] were introduced in ArM1
* Most (but not all) of the [[Spell|spells]] from later editions were introduced in ArM1
* [[Personality Traits]] were there, as well as [[Characteristics]] and [[Abilities]]
* Magi had [[Laboratory|laboratories]] and could enchant [[Familiar|familiars]] or [[Enchanted Device|devices]]
* Characters had "exceptional traits" that are recognizable as [[Virtues and Flaws]]
* Magi had [[Parma Magica]] and [[Longevity Ritual|longevity potions]]
* Magi lived in [[Covenant|covenants]] and used [[Redcap|redcaps]] as messengers
* [[Certamen]] was a means of resolving disputes

=Oddities of ArM1

On the other hand, there were several aspects of ArM1 that would seem odd to someone familiar with later editions:

* [[Houses of Hermes|Houses]] didn't exist.  They were introduced in [[ArM2]]
* Magi tracked their study and laboratory work in months, not seasons
* [[Parma Magica]] was a [[Rego]] [[Vim]] [[General Spell|General ll]], not an [[Ability]]
* The [[Code of Hermes]] was not written down specifically, only described in general terms

Version 4

Date: 2010-02-25 00:18:00 GMT Author: AndrewGronosky Comment: Fixed link to personality traits


{{image|right|ArM1_cover.jpg}} The '''first edition''' of Ars Magica (or ArM1, for short) was published in 1987 by the now-defunct company [[Lion Rampant]].  It won the Origin Gamer's Choice Award for 1988.

At the time, ArM1 was a very innovative game that broke new ground in several ways.  It created an open-ended magic system that allowed players to invent an unlimited variety of new spells by combining [[Forms]] and [[Techniques]].  It introduced [[Troupe Style]] play, where players rotate roles like actors a repertory troupe. It introduced [[Personality Trait]]s, which quantify a character's personality as well has his/her physical and mental abilities.  It deliberately cast aside the idea that all player-characters should be equal in power, and made magi a great deal more powerful than [[Grog|grogs]] or [[Companion|companions]].

Back in 1987, the fantasy role-playing genre was dominated by First Edition AD&D, with Runequest a distant second.  Ars Magica was a radical break from AD&D, putting a strong emphasis on story and characterization.

First Edition Ars Magica is long out of print.  A copy seems to surface for auction on E-Bay every few years, but commands a collector's price: often $75 or more.

=Familiar Concepts from ArM1

Players of Ars Magica would recognize most of the familiar elements of the game.

* All the [[Arts]] were introduced in ArM1
* Most (but not all) of the [[Spell|spells]] from later editions were introduced in ArM1
* [[Personality Trait]]s were there, as well as [[Characteristics]] and [[Abilities]]
* Magi had [[Laboratory|laboratories]] and could enchant [[Familiar|familiars]] or [[Enchanted Device|devices]]
* Characters had "exceptional traits" that are recognizable as [[Virtues and Flaws]]
* Magi had [[Parma Magica]] and [[Longevity Ritual|longevity potions]]
* Magi lived in [[Covenant|covenants]] and used [[Redcap|redcaps]] as messengers
* [[Certamen]] was a means of resolving disputes

=Oddities of ArM1

On the other hand, there were several aspects of ArM1 that would seem odd to someone familiar with later editions:

* [[Houses of Hermes|Houses]] didn't exist.  They were introduced in [[ArM2]]
* Magi tracked their study and laboratory work in months, not seasons
* [[Parma Magica]] was a [[Rego]] [[Vim]] [[General Spell|General spell]], not an [[Ability]]
* The [[Code of Hermes]] was not written down specifically, only described in general terms

Version 5

Date: 2010-02-25 00:18:54 GMT Author: AndrewGronosky Comment: Fixed image position


{{image|ArM1_cover.jpg|right}} The '''first edition''' of Ars Magica (or ArM1, for short) was published in 1987 by the now-defunct company [[Lion Rampant]].  It won the Origin Gamer's Choice Award for 1988.

At the time, ArM1 was a very innovative game that broke new ground in several ways.  It created an open-ended magic system that allowed players to invent an unlimited variety of new spells by combining [[Forms]] and [[Techniques]].  It introduced [[Troupe Style]] play, where players rotate roles like actors a repertory troupe. It introduced [[Personality Trait]]s, which quantify a character's personality as well has his/her physical and mental abilities.  It deliberately cast aside the idea that all player-characters should be equal in power, and made magi a great deal more powerful than [[Grog|grogs]] or [[Companion|companions]].

Back in 1987, the fantasy role-playing genre was dominated by First Edition AD&D, with Runequest a distant second.  Ars Magica was a radical break from AD&D, putting a strong emphasis on story and characterization.

First Edition Ars Magica is long out of print.  A copy seems to surface for auction on E-Bay every few years, but commands a collector's price: often $75 or more.

=Familiar Concepts from ArM1

Players of Ars Magica would recognize most of the familiar elements of the game.

* All the [[Arts]] were introduced in ArM1
* Most (but not all) of the [[Spell|spells]] from later editions were introduced in ArM1
* [[Personality Trait]]s were there, as well as [[Characteristics]] and [[Abilities]]
* Magi had [[Laboratory|laboratories]] and could enchant [[Familiar|familiars]] or [[Enchanted Device|devices]]
* Characters had "exceptional traits" that are recognizable as [[Virtues and Flaws]]
* Magi had [[Parma Magica]] and [[Longevity Ritual|longevity potions]]
* Magi lived in [[Covenant|covenants]] and used [[Redcap|redcaps]] as messengers
* [[Certamen]] was a means of resolving disputes

=Oddities of ArM1

On the other hand, there were several aspects of ArM1 that would seem odd to someone familiar with later editions:

* [[Houses of Hermes|Houses]] didn't exist.  They were introduced in [[ArM2]]
* Magi tracked their study and laboratory work in months, not seasons
* [[Parma Magica]] was a [[Rego]] [[Vim]] [[General Spell|General spell]], not an [[Ability]]
* The [[Code of Hermes]] was not written down specifically, only described in general terms

Version 6

Date: 2010-02-25 00:20:20 GMT Author: AndrewGronosky Comment: Fixed links to "Form", "Technique"


{{image|ArM1_cover.jpg|right}} The '''first edition''' of Ars Magica (or ArM1, for short) was published in 1987 by the now-defunct company [[Lion Rampant]].  It won the Origin Gamer's Choice Award for 1988.

At the time, ArM1 was a very innovative game that broke new ground in several ways.  It created an open-ended magic system that allowed players to invent an unlimited variety of new spells by combining [[Form]]s and [[Technique]]s.  It introduced [[Troupe Style]] play, where players rotate roles like actors a repertory troupe. It introduced [[Personality Trait]]s, which quantify a character's personality as well has his/her physical and mental abilities.  It deliberately cast aside the idea that all player-characters should be equal in power, and made magi a great deal more powerful than [[Grog|grogs]] or [[Companion|companions]].

Back in 1987, the fantasy role-playing genre was dominated by First Edition AD&D, with Runequest a distant second.  Ars Magica was a radical break from AD&D, putting a strong emphasis on story and characterization.

First Edition Ars Magica is long out of print.  A copy seems to surface for auction on E-Bay every few years, but commands a collector's price: often $75 or more.

=Familiar Concepts from ArM1

Players of Ars Magica would recognize most of the familiar elements of the game.

* All the [[Arts]] were introduced in ArM1
* Most (but not all) of the [[Spell|spells]] from later editions were introduced in ArM1
* [[Personality Trait]]s were there, as well as [[Characteristics]] and [[Abilities]]
* Magi had [[Laboratory|laboratories]] and could enchant [[Familiar|familiars]] or [[Enchanted Device|devices]]
* Characters had "exceptional traits" that are recognizable as [[Virtues and Flaws]]
* Magi had [[Parma Magica]] and [[Longevity Ritual|longevity potions]]
* Magi lived in [[Covenant|covenants]] and used [[Redcap|redcaps]] as messengers
* [[Certamen]] was a means of resolving disputes

=Oddities of ArM1

On the other hand, there were several aspects of ArM1 that would seem odd to someone familiar with later editions:

* [[Houses of Hermes|Houses]] didn't exist.  They were introduced in [[ArM2]]
* Magi tracked their study and laboratory work in months, not seasons
* [[Parma Magica]] was a [[Rego]] [[Vim]] [[General Spell|General spell]], not an [[Ability]]
* The [[Code of Hermes]] was not written down specifically, only described in general terms

Version 7

Date: 2010-02-28 03:51:45 GMT Author: AndrewGronosky Comment: Added notes on grogs' Virtues and Flaws


{{image|ArM1_cover.jpg|right}} The '''first edition''' of Ars Magica (or ArM1, for short) was published in 1987 by the now-defunct company [[Lion Rampant]].  It won the Origin Gamer's Choice Award for 1988.

At the time, ArM1 was a very innovative game that broke new ground in several ways.  It created an open-ended magic system that allowed players to invent an unlimited variety of new spells by combining [[Form]]s and [[Technique]]s.  It introduced [[Troupe Style]] play, where players rotate roles like actors in a repertory troupe. It introduced [[Personality Trait]]s, which quantify a character's personality as well has his/her physical and mental abilities.  It deliberately cast aside the idea that all player-characters should be equal in power, and made magi a great deal more powerful than [[Grog|grogs]] or [[Companion|companions]].

Back in 1987, the fantasy role-playing genre was dominated by First Edition AD&D, with Runequest a distant second.  Ars Magica was a radical break from AD&D, putting a strong emphasis on story and characterization.

First Edition Ars Magica is long out of print.  A copy seems to surface for auction on E-Bay every few years, but commands a collector's price: often $75 or more.

=Familiar Concepts from ArM1

Players of Ars Magica would recognize most of the familiar elements of the game.

* All the [[Arts]] were introduced in ArM1
* Most (but not all) of the [[Spell|spells]] from later editions were introduced in ArM1
* [[Personality Trait]]s were there, as well as [[Characteristics]] and [[Abilities]]
* Magi had [[Laboratory|laboratories]] and could enchant [[Familiar|familiars]] or [[Enchanted Device|devices]]
* Characters had "exceptional traits" that are recognizable as [[Virtues and Flaws]]
* Magi had [[Parma Magica]] and [[Longevity Ritual|longevity potions]]
* Magi lived in [[Covenant|covenants]] and used [[Redcap|redcaps]] as messengers
* [[Certamen]] was a means of resolving disputes

=Oddities of ArM1

On the other hand, there were several aspects of ArM1 that would seem odd to someone familiar with later editions:

* [[Houses of Hermes|Houses]] didn't exist.  They were introduced in [[ArM2]]
* Magi tracked their study and laboratory work in months, not seasons
* [[Parma Magica]] was a [[Rego]] [[Vim]] [[General Spell|General spell]], not an [[Ability]]
* The [[Code of Hermes]] was not written down specifically, only described in general terms
* Grogs could not have [[Virtues and Flaws]]

Version 8

Date: 2010-02-28 03:52:36 GMT Author: AndrewGronosky Comment: Remark about bad Latin spelling


{{image|ArM1_cover.jpg|right}} The '''first edition''' of Ars Magica (or ArM1, for short) was published in 1987 by the now-defunct company [[Lion Rampant]].  It won the Origin Gamer's Choice Award for 1988.

At the time, ArM1 was a very innovative game that broke new ground in several ways.  It created an open-ended magic system that allowed players to invent an unlimited variety of new spells by combining [[Form]]s and [[Technique]]s.  It introduced [[Troupe Style]] play, where players rotate roles like actors in a repertory troupe. It introduced [[Personality Trait]]s, which quantify a character's personality as well has his/her physical and mental abilities.  It deliberately cast aside the idea that all player-characters should be equal in power, and made magi a great deal more powerful than [[Grog|grogs]] or [[Companion|companions]].

Back in 1987, the fantasy role-playing genre was dominated by First Edition AD&D, with Runequest a distant second.  Ars Magica was a radical break from AD&D, putting a strong emphasis on story and characterization.

First Edition Ars Magica is long out of print.  A copy seems to surface for auction on E-Bay every few years, but commands a collector's price: often $75 or more.

=Familiar Concepts from ArM1

Players of Ars Magica would recognize most of the familiar elements of the game.

* All the [[Arts]] were introduced in ArM1 (but some of their Latin names were misspelled)
* Most (but not all) of the [[Spell|spells]] from later editions were introduced in ArM1
* [[Personality Trait]]s were there, as well as [[Characteristics]] and [[Abilities]]
* Magi had [[Laboratory|laboratories]] and could enchant [[Familiar|familiars]] or [[Enchanted Device|devices]]
* Characters had "exceptional traits" that are recognizable as [[Virtues and Flaws]]
* Magi had [[Parma Magica]] and [[Longevity Ritual|longevity potions]]
* Magi lived in [[Covenant|covenants]] and used [[Redcap|redcaps]] as messengers
* [[Certamen]] was a means of resolving disputes

=Oddities of ArM1

On the other hand, there were several aspects of ArM1 that would seem odd to someone familiar with later editions:

* [[Houses of Hermes|Houses]] didn't exist.  They were introduced in [[ArM2]]
* Magi tracked their study and laboratory work in months, not seasons
* [[Parma Magica]] was a [[Rego]] [[Vim]] [[General Spell|General spell]], not an [[Ability]]
* The [[Code of Hermes]] was not written down specifically, only described in general terms
* Grogs could not have [[Virtues and Flaws]]