My Ars Magica campaign is currently in one of its breaks as the GM rotation in my Monday evening group passes around the crew, so it’s time once again to look at what supplements are out there and consider how to use them in the campaign. This time around I’m going to look at some supplements which expand on covenants – the groups of magi Ars Magica campaigns tend to revolve around – and the sort of characters who fill out the numbers there.
This short and sweet supplement provides guidance and suggestions for running characters (or even playing them) who haven’t yet hit adulthood. The general assumption is that these rules would be used for Hermetic apprentices, which admittedly is one of the more likely routes for kids to become significant to a campaign, but you could also use it for mundane childhoods too. I can anticipate dipping into it here and there in the near future, because thanks to an improvised encounter in the most recent block the PCs now have a Gifted child in the covenant who’ll need teaching, but the supplement also provides a nice insight into formal medieval ideas about childhood, as well as offering guidance on how kids can find themselves at the heart of supernatural trouble.
Due to its brevity, there’s not much more to say about it beyond the fact that it neatly expands the scope of Ars Magica and the range of characters it can support, as well as usefully clarifying the process of bringing up an apprentice. Particularly in the context of troupe play, having a framework for playing the occasional session with the players cast as children of the covenant is also helpful.
This one pretty much does what it says on the tin, offering a comprehensive look at all sides of the grog equation. You get some useful setting information describing how grogs tend to be organised, what guard duty is like (including some fun “roll to stay awake” rules), what other responsibilities non-martial grogs take on and so long, you get some pointers both on the use of grogs in magi/companion-focused sessions, ideas on how particularly lucky or favoured grogs can graduate to companion status, and you get a bunch of ideas and support for running grog-focused sessions, or even a grog campaign. Additional sample grog statlines are provided, along with a useful template system which can be used to quickly generate more personalised grogs without taking an undue length of time about it. There’s even pointers on livestock as grogs if you fancy running a session where the players all play dogs or something, which is handy for me since my players have been talking about investing in a pack of hunting hounds.
How useful this supplement will be to you will depend largely on the style of your campaigns. If you aren’t up for running with the “people play a range of different PCs” aspect of troupe play, or if you want your campaign to focus primarily on magi and companions and just want to use grogs as a background element to explain who does the chores whilst the PCs do important stuff, you might not have much use for it. But if you want a game where players regularly play grogs, or where grogs and their management are a significant part of play, this is a goldmine.
To a large extent this supplement is simply an expansion of the existing covenant creation rules in the core book – for instance, there’s a massive list of new Boons and Hooks to use when designing covenants – along with additional details on how covenants are actually arranged and governed (including a fully written up example of a covenant’s charter). You also get details on customising and adding more details to magi’s laboratories and the covenant library, which are likely to be the most important locations in the covenant itself, plus a really useful list of ideas for different forms in which all the different flavours of vis might take (vis being physically manifest lumps of magic that can be used for various purposes).
Covenants makes a useful counterpart to Grogs as well, since the discussion provided here on covenfolk and the various offices and jobs they might have helps to flesh out the life of grogs whilst avoiding needless redundancy. There’s also a chapter discussing covenant wealth – where it comes from, where it goes, and suggestions for different ways to manage it ranging from getting in-depth and detailed to simply winging it. The latter is my inclination for my current campaign; whilst careful bean-counting might be appropriate for a campaign in which the players have decided to play members of a poor covenant which must carefully ration out its resources, but instead my players chose to play a wealthy covenant, so it’s fair enough to assume that they an afford to buy whatever mundane purchases they want provided within reason – and of course, extramundane resources are likely to be purchased from other magi, who will tend to be more interested in receiving payment in magical resources than in funds anyhow.
As far as my own purposes go, Covenants may be more useful as a resource for filling out the features of other covenants and thinking about their governance, since my players have already created their covenant and decided what features it has. For this purpose it’s great, and since we found the selection of Boons and Hooks in the core rulebook a little sparse I’d probably want to use it in creating covenants in any subsequent campaign.