You are browsing the archive for Ars Magica.

Avatar of EDG

by EDG

Ultima Thule: Mythic Scandinavia

November 18, 1999 in Reviews

Ultima Thule: Mythic Scandinavia is the sourcebook of Norway, Sweden,
Denmark, Iceland, and Greenland in a mythic version 13th century for the ARS
MAGICA game. The ad copy for the game states, “Any roleplayer with an
interest in Mythic Scandinavia should have Ultima Thule!”, which begs the
question, “Am I interested in Scandanavia?”

Frankly, I’m not. That’s just the honest truth. When THE DRAGON AND THE
BEAR, detailing the Novgorod (Russian) tribunal came out earlier this year,
it caught my attention by finally filling in lost facts on the Order of Odin
and other long-held mysteries of ARS MAGICA. With the game still lacking an
English or French sourcebooks, the decision to go again to the north for two
sourcebooks in a row seemed strange–do you really need to know that much
about the area?

Well, yes and no. Historically the northern lands are very important for
the people we know as Vikings–their attacks on the rest of western Europe
during the Dark Ages played a pivotal role in the development of feudalism
and the spread of red hair throughout Europe. By 1220 (the year this
supplement is set in) their time and power is waning as Christianity has
begun to change the fundamental forces at work in their societies. This
part of the book is quite fascinating, and useful as text and for game
background.

What keeps the book from excelling is tense. Unlike all other Ars Magica
sourcebooks to date, ULTIMA THULE is written entirely in the past
tense…which makes all of the material in it feel fixed and unchangeable.
It also takes away the great strength of ARS MAGICA, which is leveraging the
use of real history against a possibly changing future–using 13th century
history, told as current events, to provide excellent plot hooks from which
GMs can create their own sagas. By placing all of the book in the past
tense it comes off as a too-brief, too-shallow history book…an effect to
be avoided in historical supplements at all costs.

The additional magical systems are nice, with the Finnish wind wizards being
a particularly sharp touch– they show off the versatillity of the Ars
Magica system to accomodate new traditions without stretching or breaking
rules. The vitkir (Norse rune masters) have some great thought behind them,
and so I would certainly recommend the book…if you are already campaigning
in the distant North now.

Verdict

A mild dissapointment, though ULTIMA THULE is still an order of
magnitude better than comparable sourcebooks from White Wolf or Palladium.
If you’re a completist, or you have ideas for a saga that will take you up
past the Arctic Circle you’ll want to buy it.

Avatar of EDG

by EDG

The Dragon and the Bear

April 5, 1999 in Reviews

The first brainchild of Over the Edge’s Jonathan “I make the cool
games” Tweet and Vampire: The Masquerade’s Mark “I got a stupid dot in
my name” Rein*Hagen was Ars Magica, a brilliant role playing game of
Mythic Europe that they unveiled in 1987. It revolutionized game
playing with troupe-style playing, sensible character types, the use
of real medieval history as a setting and what is still the most
richly detailed and well-designed magic system in an RPG today.

Twelve years later the game is still miraculously alive. A lot of
this is due to a dedicated and intelligent fan-base: if Ars Magica has
a flaw, its people’s mistaken belief that you need to know Latin to
play. Well, that’s just not true -but it is one of the few games that
attracts historians, philosophers and non-hacknslashers out of the
woodwork in droves.

Ars Magica has seen four different publishers – Lion Rampant,
White Wolf, Wizards of the Coast and now Atlas Games, who ironically
used to be most of Lion Rampant. Now that the battle-weary game has
come home after a couple of near-cancellations, occasional lows and
White Wolf’s obsession with making the game a precursor to their World
of Darkness, new fans can discover Mythic Europe for themselves. It
has been worth the wait.

“The Dragon and The Bear” describes the Novgorod Tribunal, which is
13th century Poland and Russia. Unlike most RPGs, Ars Magica
researchers know their subjects – Simeon Shoul has done a fantastic job
of covering the area, complete with beautiful maps, a complete lineage
for the royalty of Poland and Russia and a comprehensive index.

For those who think ‘real’ history is lame, they have another thing
coming: the Mongols. Yes, the basis for so many faceless photocopied
barbarians in so many bad RPG worlds are here in stunning, vivid
bloody glory, and it is the eminent arrival of these ghastly hordes
which gives this supplement its real punch. Past tribunal books have
posited plots and historical events, but never with such breadth and
depth. No matter where your saga takes place, the Mongols will
affect them, and now all the details are in one place.

Also featured are full rules for Volkhv characters, including the
entirely new system of magic used by pagan characters that resurrects
the old shaman rules from the 3rd edition and makes them shine. I was
especially fascinated by the treatment of faerie in the game, which
receives an exhaustive treatment – the differing natures of Slavic
faeries are discussed, as are Arcadia and the Pagan Gods that live
there.

The Verdict

Atlas Games has really scored with their first tribunal book. They
have expertly woven Slavic myth and reality together into an excellent
sourcebook that will delight any Ars Magica player. “The Dragon and
The Bear” is a true cut above the standard locale books in the RPG
industry, and I’d recommend it to anyone interested in medieval Eastern
Europe. If you have never tried Ars Magica before, now is a perfect
time – Atlas has a wide range of great materials ready for you to use,
and you simply won’t find a better medieval roleplaying game.