The Alexandrian

Posts tagged ‘ars magica’

Random GM Tip: Backup PCs

February 21st, 2022

Roleplaying games can vary a lot in how lethal they are for player characters. And, perhaps even more importantly, they can vary a lot in how permanent death is when it occurs.

This can even be true within a single system. In some classic versions of D&D, for example, PCs can begin in an ultra-fragile state (in which any hit in combat could automatically kill them) and then level up to a point where death is just a minor inconvenience.

But let’s assume that we’re playing a game where death really is the final frontier: If your character dies, then they’re dead. No take-backs. If you’re playing in a campaign with a game like that, how can you handle death?

One way is to duck the question entirely with script immunity. In campaigns with script immunity, PCs simply can’t die. This may be a feature of the rules (as in Magical Kitties Save the Day), but is often a metagame conceit openly or silently respected by the table. There are a number of techniques that are useful for making script immunity work, but the two most common approaches are to either disallow the mechanical outcome of death (NPCs will always miss the final blow) or to interpret the mechanical outcome of death to mean something other than death (e.g., the PC is instead knocked unconscious). These are often combined with a caveat which allows the PC to die if their player wants it to happen. (This is because script immunity is usually a technique favored by dramatists, and being able to have death occur only when it is dramatically appropriate and satisfying is desirable. But I digress.)

What I actually want to focus on is not how to avoid PC death, but rather what comes next.

The first option is to actually remove the player from the campaign. The PC was their agent in the game world. Now that their agent has been destroyed, they have no ability to participate in the game.

This is, in some ways, the opposite extreme from script immunity — where immunity completely removes lethal consequences from the game, the all-or-nothing approach makes those consequences about as meaningful as they can be. On the other hand, script immunity and one-PC-only both recognize how momentous and important death can be to a narrative and simply emphasize it in radically different ways.

Personally, I’ve never seen one-PC-only used in a multi-session campaign. (And I could only really imagine doing so if it was very deliberately the focus of experimental play.) But it’s far from unheard of to see it used in one-shots, and it can be built into games like Ten Candles and Dread.

The far more common approach, of course, is to replace the player’s PC with a new PC. Your character is dead, so create a new one that can join the group.

BACKUP PCs

There are two impediments to consider when using replacement PCs.

First, the time required to create the new character. This can range from trivial in some systems to laborsome to baffling (in games which feature interconnected character creation mechanics but neglect to account for how new PCs could be added to the group).

Second, how to organically integrate the new PC into the existing group. Even when the group leans into the metagame conceit of the replacement (“we trust this newcomer implicitly because we know Mark is playing her”), there can still be the question — when the group is in the middle of a vast dungeon or lost in the untracked wastes of an uncharted jungle — of how and when this new character can actually show up.

Sometimes these two problems can nicely cancel each other out (the time taken to create the new character neatly covers some or all of the time it takes the rest of the group to reach a point where a new character can be naturally introduced), but there can still be logistical and logical hurdles to clear.

The core tip here is that you can solve the first problem by preparing a backup PC. In other words, before your character dies you can already have the replacement character prepared and ready to go. This obviously simplifies things, as you can simply pull out the new sheet and get back to playing lickety-split.

Tangential Tip – Inheritance: If you’re playing in a game where gear is important (e.g., D&D), make sure backup PCs don’t come fully equipped for their current level. You need to work from the assumption that they will either directly or indirectly inherit the wealth/gear of the PC they’re creating. Otherwise every dead PC becomes an incredibly rich looting opportunity and death, rather than being a failure to be avoided, paradoxically becomes a payday which dramatically rewards the group.

You can extend this technique to begin addressing the second problem by giving the backup PC a clear connection to the group. This will often be through the PC who died. For example, “I heard my brother was killed! I have come to avenge them!” (Early versions of D&D actually included rules and guidelines for handling PC-to-PC inheritance and probate.)

BEFORE YOU DIE

Now that you have a slate of backup PCs waiting to step up if a current PC should die AND those backup PCs have existing relationships with the PCs (sisters, apprentices, old college roommates), you can incorporate the backup PCs into the game while the current PCs are still alive.

In many ways, this just makes sense. If you’ve prepped an apprentice who can replace your character Obi-Wan if they die, it makes sense that the apprentice would be part of the story before Obi-Wan’s death.

Of course, once a backup character comes onstage like this, it’s certainly possible that the evolving narrative will make them unavailable or inappropriate for being a PC. That’s fine. (Obi-Wan survived long enough and things went crazy enough with their apprentice that they ended up giving the apprentice a son and just copy-pasting their stat block onto it.)

Tangential Tip – Promoting NPCs: You can flip cause-and-effect here by letting a player of a dead PC take on the role of an established NPC. Even though the NPC wasn’t intended to become a PC, they have an existing relationship with the other PCs and are already integrated into the narrative.

Onstage backup PCs can be played by the GM, but it’s often more effective if the player takes on the role “prematurely” when necessary. To that end, it can be most effective for your backup character to have a connection to a different player’s PC. If you’re playing your own apprentice, there’ll be lots of moments when you’d have to roleplay with yourself (which can lead to skipping or abbreviating those scenes). But if you’re playing Alejandra’s apprentice, then you’ll both be able to frame up interesting scenes and small interactions that will enrich the game.

A variation of this is to create a common pool of backup characters, rather than having each player create their own. You might have one or two or three such characters, and whichever player’s PC dies first (if any) simply grabs whatever character is most convenient from the pool.

These backup characters might also just be temporary roles, which can be played until it’s convenient to create and bring in a fully fledged new PC. (In old school D&D, taking on the role of another player’s hireling is an informal version of this.)

These backup PCs can even account for Total Party Kills (TPKs). “So-and-so has mysteriously vanished/been killed and I’m looking through their notes” is a well-established trope in Lovecraftian fiction, for example, and can easily be transferred to other genres. Laying the groundwork for this sort of insurance policy can be used to frame epistolary play and bluebooking, encouraging note-keeping and enabling different forms of roleplaying that greatly augment a campaign.

You also don’t have to wait for a PC to die in order to swap to your alternate PC. Any number of circumstances might suggest it: Your primary PC might want to retire, be called away on a family emergency unrelated to the main thrust of the campaign, disappear into the Fairylands, or go into a witness protection plan. Or maybe you just want to switch things up.

In fact, you can swap back and forth between your PCs. Or across multiple characters. If your group has established a common pool of PC options, you might even find yourself playing the same character that was previously played by a different player.

TROUPE PLAY

… and we’ve just reinvented troupe play.

First created by Jonathan Tweet and Mark Rein*Hagen in the Ars Magica roleplaying game, troupe play can be broadly defined as a campaign in which the cast of player characters is larger than the number of players and the expectation is that the players will take on different roles for each session or scenario.

This style of play is, of course, quite impervious to the question of, “What does Naito do when his PC dies?” because it has already eschewed the one-to-one relationship between player and PC. More importantly, however, troupe play techniques unlock a lot of unique opportunities at the game table.

Most notably, the constant shuffling of the current group creates a huge variety in personal dynamics and relationships. (You can get a similar dynamic with an open table. The distinction here is that you can get the same effect with a small, dedicated group of players who are sharing all of the experiences in common.)

Ars Magica notably uses the technique to create the dynamic found, for example, in The Hobbit: Gandalf is clearly a much more powerful character than everyone else in the adventuring party. Ars Magica solves the problem of, “Who gets to play Gandalf?” by letting everyone create their own Gandalf and then rotating who’s playing Gandalf and who’s playing the motley assembly of mortals each week.

Similarly, a Star Trek-style space opera can run into the question of, “Who gets to be the captain?” In troupe play, the captain could be a communal character shared by all the players (each of whom also has another bridge crew member as a PC). Each session, a different player gets to play the shared role of the captain.

Ars Magica also associated the concept of a rotating GM into troupe play. I think of this as actually being a distinct technique, but it does combine very well with troupe play. (Since the campaign dynamic already has characters constantly swapping and realigning, it’s easy enough for each GM to have their characters skip the adventures that they’re running.)

Ars Magica 5th Edition - System Cheat Sheet

(click for PDF)

Jonathan Tweet and Mark Rein-Hagen first published Ars Magica in 1987. It was a revolutionary game, including:

  • A system of spontaneous magic (allowing you to cast any spell you could imagine at any time).
  • Troupe-style play, in which players took on the roles of many different characters (and could even swap GMing responsibilities) in the course of a single campaign.
  • Long-term play, in which the group created a covenant of wizards and developed not only their individual characters, but the covenant as a whole.

The 5th Edition, revised by David Chart, was released in 2004 by Atlas Games. When David took over the Ars Magica line he proposed a series of 40 supplements. He then released them like clockwork, one every three months for 10 years, until all 40 books were released. The result is arguably the single most complete and deliberately comprehensive RPG product line to ever exist.

Part of my job at the current RPG Producer at Atlas is to figure out what’s next for Ars Magica. When I got the job I ironically noted that I had played all of Atlas’ current RPGs, but none of the current editions. (This was also true for Ars Magica, which I’d been introduced to via 3rd Edition in the ’90s and did some brief dabbling with 4th Edition around 2001 or 2002.) I’ve spent much of the last year familiarizing myself with these games one by one (and also diving deep into everything we’ve published for them) and the time has come for me to run a full-fleged 5th Edition campaign.

To that end, I’ve developed one of my system cheat sheets for Ars Magica 5th Edition.

WHAT’S NOT INCLUDED

These cheat sheets are not designed to be a quick start packet: They’re designed to be a comprehensive reference for someone who has read the rulebook and will probably prove woefully inadequate if you try to learn the game from them. (On the other hand, they can definitely assist experienced players who are teaching the game to new players.)

The cheat sheets also don’t include what I refer to as “character option chunks” (for reasons discussed here). In other words, you won’t find the rules for character creation here.

HOW I USE THEM

I usually keep a copy of the system cheat sheet behind my GM screen for quick reference and also provide copies for all of the players. Of course, we’ll also keep a copy of the rulebook at the table, too. In the case of Ars Magica, I’ve found it even more advantageous than usual to have a copy of the book for EVERY player:

  • Character creation features a lot of detailed decisions from rich lists of evocative options. You’ll find that the whole process can be finished in literally a fraction of the time if access to the rulebook isn’t a chokepoint.
  • Play in Ars Magica will intermittently see the players break apart into essentially simultaneous solo play (particularly during season-based play), during which access to various elements of the rulebook is frequently useful. Once again, removing this chokepoint speeds things up tremendously.
  • The spontaneous magic which is the crown jewel of the game is greatly facilitated by having easy access to the Technique & Form guidelines on pages 116-161. (I’m looking at potentially prepping these as a separate quick reference packet.

Another way of understanding this is that Ars Magica is a game intensely interested in the “character option chunks” — not just during character creation at the beginning of the game, but throughout the entire campaign. Even character advancement is usually not a bit of bookkeeping separate from play, but rather an organic part of the character’s lives. As such, while these cheat sheets will, like my other cheat sheets, speed things up by serving as a comprehensive system reference and cutting down the amount of time required for many rulebook references, I’ve generally found that there many aspects of play unique to Ars Magica (compared to most other RPGs) that will still benefit from easy, frequent access to the rulebook.

The organization of information onto each page of the cheat sheet is designed to be fairly intuitive. The actual sequencing of the pages is mostly arbitrary (although topics are obviously grouped together if they require multiple pages):

PAGE 1: Core mechanics.

PAGE 2: The Botch Table. Kind of weird for this to just be hanging out on a page all by itself, but I haven’t found a better place for it. You can probably also skip this page if you’d like.

PAGE 3: Less fundamental core mechanics.

PAGE 4-8: Hermetic magic. All basic Casting rules on page 4; all the rules for Magic Resistance on page 5; additional rules on pages 6-7. Page 8 has the rules for designing spells.

PAGE 9: Warping & Twilight.

PAGE 10-12: Laboratory. Basics on Page 10, Projects on Page 11, and Enchanted Items on Page 12.

PAGE 13-16: Texts & Books, Familiars & Apprentices, Advancement, Aging.

PAGE 17-19: Combat, Advanced Combat, and Fatigue & Wounds. This includes non-combat damage.

PAGE 20: Realms & Creatures. These two topics are only lightly associated with each other, but they both fit on the same page to round things out.

This cheat sheet includes the Ars Magica 4th Edition rules for movement, filling in what I consider to be a fairly essential bit of utility that got dropped from 5th Edition. These rules are indicated in blue text.

This proved to be the largest cheat sheet I’ve done to date, which I actually found quite surprising. The 5th Edition rulebook is generally so well-organized and clearly presented that reading it and using it belies how much detail is actually packed into the game. You can get some sense of that from the cheat sheets themselves, which — despite their bulk at 20 pages — nevertheless break down comfortably into very clean modules.

MAKING A GM SCREEN

These cheat sheets can also be used in conjunction with a modular, landscape-oriented GM screen (like the ones you can buy here or here).

Personally, I use a four-panel screen and use reverse-duplex printing in order to create sheets that I can tape together and “flip up” to reveal additional information behind them.

Due to the bulk of the Ars Magica cheat sheet, though, even this technique (which puts 12 pages of data at your fingertips) is insufficient. You’ll either want to create an additional “flip layer” (so you have a front sheet; can flip that up to reveal two more; and can then flip up the next sheet to reveal two more) or make some editorial choices. Due to the COVID-19 pandemic, I haven’t had a chance to actually experiment with this in actual play.

As a newbie 5th Edition GM, my gut instinct is to prioritize:

  • Page 1: Core Mechanics / Page 20: Fatigue & Wounds / Page 4: More Core Mechanics
  • Page 4: Hermetic Magic – Casting / Page 5: Magic Resistance / Page 6: Hermetic Magic – Casting Options
  • Page 8: Hermetic Magic – Designing Spells / Page 18: Combat / Page 19: Combat – Advanced
  • Page 11 – Laboratory / Page 12: Laboratory – Projects / Page 13: Laboratory Enchanted Items

If I was going with just four panels:

  • Page 1: Core Mechanics
  • Page 18: Combat
  • Page 4: Hermetic Magic – Casting
  • Page 6: Hermetic Magic – Casting Options

But, as I say, these are currently just best guesses. And your mileage would probably vary in any case.

FUTURE THOUGHTS

Moreso than most, this cheat sheet is still a work in progress. You may notice that the sheets are a little more “loosely packed” than similar sheets I’ve done in the past. This is partly in anticipation of laying in additional material from the previously mentioned voluminous library of supplements. Not all of the mechanics to be found therein (that way lies madness), but key stuff that jumps out. (For example, you’ll already find a reference to the laboratory personalization rules from the Covenants supplement. I’m probably going to actually move those onto the sheets in some capacity.) This is likely to be at least somewhat idiosyncratic and a reaction to the immediate needs of the Rhine Tribunal campaign I’m currently running, but I think there’s decent odds you’ll see an “advanced” version of this sheet popping up here at the Alexandrian in the future.

If you’re still on the fence about trying Ars Magica, the 4th Edition of the game is currently available as a free PDF. Although obviously different from 5th Edition in a number of ways, the game is fundamentally unchanged and this can give you a pretty good sampler of whether or not it would be something you’d be interested in.

Ars Magica - 5th Edition

Archives

Recent Posts


Recent Comments

Copyright © The Alexandrian. All rights reserved.