Legacy:Arm1
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]]