[UA] ArM

Greg Stolze holycrow at mindspring.com
Fri Feb 7 05:30:14 PST 2003


>    Of course, one can take the Ars Magica stance of Adepts and Avatars are
>the juicy characters, if you want to play a support character like a
>Companion or, god forbid, a Grog, that's your business and you need to find
>ways to make yourself interesting amongst the movers and shakers.

Anyone remember Whimsy Cards?  It was a deck of cards with vague plot
developments on it -- "The authorities arrive" "Unexpected aid" "Someone
falls in love" "Someone gets greedy" and so forth.  I'm making a more
homebrew version for my next game by cutting out newspaper horoscopes and
putting them on index cards, along with a few cookie fortunes.

Anyhow, when I played ArM with Jonathan Tweet back in the day, wizards
started out with one Whimsy Card, companions got two and grogs got three.
If you used the card to help yourself out, you lost the card, got the help,
and were done.  If you used it to make things more interesting (which often
translated to "humorously screw the other characters") you got to draw a
new card.

He did the same thing with his Al Amarja game, only EVERYONE got three
cards.  It created a lot of hilarious riffing, which sometimes got in the
way of plotlines.  But since it was OtE, it didn't matter that much.

-G.

Living with a toddler?  Well, I guess it's not that much different from any
other room mate who thinks that squatting naked on the kitchen floor eating
pretzel sticks is a good way to start the morning.

Oh wait.  It is different.

www.waylay.com
www.thehungersite.com



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