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Stranger
01-13-2011, 08:19 PM
I understand that the previous edition of Pendragon had the option to create PC magicians and a system for magic. Some say it was actually quite good.
I read the essay in the main website that explains why magicians won't be in the core rulebook, and I think that's fine, but is there any kind of plan to, at some point, publish a book which will add player magic users to the 5.1th edition? Just in case some of us are interested in this kind of game, despite Pendragon's main focus on knights.

thoughts?

Thanks heads on,
a humble stranger.

Tantavalist
01-14-2011, 08:22 PM
I have no idea if Player Character magicians will be included again- I'd guess not, but I don't write the stuff obviously.

But if you want to play a Pendragon type game with Magician characters, then I'd suggest that you go and get Ars Magica.

It has a "Troupe" style play, where each player controls several characters and decides when each adventure starts which will be used in this adventure. It lacks the system for marriage and childbirth that Pendragon has, simply leaving that to the GM, but otherwise handles training and aging the same way. The central character for each player is, of course, the Mage. Ars Magica runs on a similar timescale to Pendragon, but of course playing a Mage means you play a single character with a life expectancy of over 100 years instead of several generations of Knights.

Above all, Ars Magica is the only game I've seen that ties with Pendragon when it comes to a detailed and knowledgable portrayal of Medieval society. This is supported by mechanics that are just as realistic and deadly as the Pendragon combat system if no magic is involved.

The game had several good editions (1st through 3rd) before becoming a bogged-down overly complex nightmare of a system in 4th edition. Fortunately, 5th edition (the current) cut away most of the 4th edition rules-bloat while keeping the ideas it had which worked, leaving us with the best version of the game ever IMO.

Greg Stafford
01-15-2011, 12:29 AM
I understand that the previous edition of Pendragon had the option to create PC magicians and a system for magic. Some say it was actually quite good.
I read the essay in the main website that explains why magicians won't be in the core rulebook, and I think that's fine, but is there any kind of plan to, at some point, publish a book which will add player magic users to the 5.1th edition? Just in case some of us are interested in this kind of game, despite Pendragon's main focus on knights.


Yes, down the line.
It is an extension and improvement of the old published system.
However, the approach is going to be largely "how to play your magician in a KAP game," in which they are only available once e very seven or so games, spending the rest of the time in official duties, practices and study, and sleeping it off.

In large part, it is "what to do with that 3rd son" too
although the in-the-works book on religions covers that too, since most 3rd sons are not magicians, jut monks; and actual enchantresses with magical power are rare.

Sir Pramalot
01-15-2011, 11:54 AM
However, the approach is going to be largely "how to play your magician in a KAP game," in which they are only available once e very seven or so games, spending the rest of the time in official duties, practices and study, and sleeping it off.

In large part, it is "what to do with that 3rd son" too
although the in-the-works book on religions covers that too, since most 3rd sons are not magicians, jut monks; and actual enchantresses with magical power are rare.


Which is something that I'd find very useful. IMHO the 4th Ed magic rules are great. They fit the setting and the appropriate level of magic I expect, far better than a list of spells etc. Now that my campaign has been running for a while I've often wondered if my PCs would actually get much enjoyment from playing a magician, as there doesn't seem that much for them to do. My knights spend a lot of time at court, wooing ladies, boasting with other knights, getting drunk, making challenges etc etc. What would the mage do? Women? Pah he's not interested in them. Getting drunk? What for. Intrigue? Yes I suppose so. Then my knights go off fighting. The mage? hmmm tough call. Call up some mist then go rest for a few months? Handy, but not too exciting.

Then we have land management. My players spend time & effort building up and stewarding their manor. A mage? hmmm I suppose he could rearrange the trees and stones in his grove from time to time. Money? He/shes not going to be interested in that.

OK, yes I am thinking a bit one dimensionally here. Not all mages have to fit the Merlin mold. They could have manors and land of their own. Still, my initial comment stands - Tweaked rules from 4th Ed = nice. What to do with mages etc in this knightly setting = great!