Перейти к содержимому

Ars Magica Unpacking

Thomas

0:00 / 0:00

Ars Magica Unpacking

117 просмотров · 9 дней назад
Thomas
4 подписчика
117 просмотров · 9 дней назад
This is my first video, so keep expectations reasonable — I'm opening up Ars Magica 5th Edition, Definitive Edition. I played Ars Magica briefly as a teenager, a handful of sessions, never a full campaign. What stuck with me was that the mechanics were crunchy as hell but I also really loved the world — a version of medieval Europe where magic is real and hiding in plain sight. The Definitive Edition isn't a new edition of the game. It's Fifth Edition reworked: errata fixed, extra material folded in from years of supplements, and completely redone art and layout. Atlas Games spent about three years on it, timed to land twenty years after the original Fifth Edition released in 2004. It crowdfunded on BackerKit (not Kickstarter), launched October 15, 2024, and hit its funding goal in about three minutes. By the close on November 14, it had raised just over $1.09 million from 5,602 backers against a $15,000 goal. One of the stretch goals released the core rulebook text under a Creative Commons license (CC BY-SA 4.0), so the rules themselves are now open. Physically: 600+ full-color pages, leatherette hardcover, gold foil detailing. It's built as a shelf piece as much as a rulebook. In Ars Magica you play magi — wizards living in secret societies called Covenants, hidden across medieval Europe. It's less epic-fantasy-adventure and more high-simulation: how magic works as a system, how covenants function as households, how mundane and supernatural society overlap without the mundane world noticing. A lot of the game is in the detail — a magus's personal lab, their specialty, the politics between covenants — rather than a linear plot.