Ars Magica

Overview

Ars Magica is a troupe-style tabletop roleplaying game about wizards and their allies in Mythic Europe, a version of medieval Europe around the year 1200 in which folklore and religious belief are literally true. It was created by Jonathan Tweet and Mark Rein-Hagen and first published by Lion Rampant in 1987.  The Fifth Edition, written by David Chart and published by Atlas Games in 2004, won the Origins Award for Best Role Playing Game of 2004 and took Gold for Best Rules at the 2005 ENnie Awards. Atlas Games has since released the Definitive Edition, a revised and expanded version of the Fifth Edition with over 600 pages, new art and a new layout. It was funded on BackerKit in 2024 and shipped to backers in 2026, and it keeps the Fifth Edition rules. The Fifth Edition directly evolved from Ars Magica Fourth Edition (Atlas Games, 1996), which in turn descends from the original 1987 game.

Description

Players portray magi, powerful wizards of the Order of Hermes, alongside companions, skilled specialists who go out into the world, and grogs, the hired hands and retainers who do the dangerous legwork. Most players run one of each, and the group's real shared character is the covenant, the wizards' home base, often built on a place of power.  A Game Master, called the Storyguide (SG), frames the stories, which can span decades or centuries of in-game time. The game asks a table to think in long arcs. Magi spend most of their time studying and working in a laboratory, and many of the best stories come from what that research costs the covenant and its neighbors. It also asks for a fair amount of reading and bookkeeping: the magic system rewards players who plan spells and lab projects, and a character's progress is measured in seasons rather than adventures.

Active games and players

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VtM
Vampire: The Masquerade
MotW
Monster of the Week
...
Online
Hiplobbe
Playstyle: Heavy roleplay, narrative-driven, and collaborative. About Me as a Player Character Creation: I love making goofy, endearing, or overly dramatic characters who somehow bumble through high-stakes situations. Drama and Lore: I actively look to create intricate player dramas and add rich details to the worlds we play in, giving GMs plenty of fun plot hooks to work with. Collaboration: I care far more about emotional arcs, character choices, and team dynamics than crunching numbers or optimizing stats. If you are looking for a player who brings deep storytelling, creative worldbuilding, and a healthy dose of memorable silliness to the table, let us connect!
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VtM
Vampire: The Masquerade
Homebrew
Homebrew
...
Online
eikona
I've been gaming since the early 80s. I suck at bios. I have played a bazillion games, and am willing to learn new systems. I prefer long term campaigns, with  focus on roleplay and character development. I haven't listed all games I've played/own, because there's far too many.
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Homebrew
Homebrew
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Boston
Online
Adam
I’m an experienced GM, have run multiyear campaigns, and I regularly run games at local conventions. Preferred Systems: Mostly not D&D or similar traditional fantasy games.  Recent games include Agon, Unknown Armies, Call of Cthulhu, Delta Green, Mothership, Pendragon, Mythic Bastionland, Alien, Blade Runner, Symbaroum, Starforged, Over the Edge, Swords of the Serpentine, and Paranoia.  But I generally enjoy learning new systems Preferred Playstyle: Narrative and investigation are my first choice. I like roleplaying heavy games where choices carry weight and the setting matters: occult conspiracy, espionage, horror, gritty sci-fi, mythic adventure. Combat is fine when it’s brief, tense, and consequential rather than a grind. Character death in earned circumstances is fine.  I'm open to romance in games if the table is bought in.  I don't need a lot of rules but I care about the rules we agree on being consistent and well understood.  I enjoy and run both traditional RPGs and GMless story games. Preferred Tone: Serious stakes with room for humor. Warm, character-driven humor or dark humor works for me; contempt-driven or goofy comedy doesn’t.   I prefer a grounded game but pulp is fine as long as we're all on the same page. I’m happy to run a one-shot when the regular GM needs a break.
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DND5E
Dungeons & Dragons 5E
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Houston
Online
Oryzarius
I enjoy a good mix of tactical combat, character-driven role play, and creative problem-solving.  I'm an actor and director in local community theatre, so I enjoy a lively, active table more focused on "roll and shout" than on grinding to a halt to piece out complex mechanics.  I enjoy game universes that react to the PCs' successes and failures, and that are flexible enough to accommodate a wide variety of goals.
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WARGAME
Any wargame
BOARDGAME
Any board game
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Guerneville
Steve
h'lo, all, I'm Steve, a longtime RPG player (since the 1970's(!!?!) ) . Many different RPGs played, enjoyed; it is undoubtedly my favorite hobby.  I've probably played somewhere around 100 different systems, at this point; and GM'ed over a dozen.  Currently my favorites that I focus on are RuneQuest (from Chaosium) and Ars Magica (from Atlas Games). While I enjoy "tactical play" at times, I prefer the majority of my gaming to focus on noncombat elements (roleplaying & puzzle-solving).  Sometimes, tho... the roleplay & the solved puzzles really show that the BBEG  needs  a serious buttkicking! "Straight but not narrow," I'm an ally.
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PATH2E
Pathfinder 2E
SF2E
Starfinder 2E
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Online
Van Silke
The socialiser Balanced player
Thank you for viewing this page.  Alternate Handle: Gerard On Roleplay vs Combat I like both combat and roleplay, but I will do either only to the extent that is supported by the game system. Example: In a roleplay-heavy game system I won't bring in a warrior meathead, while in combat-heavy game systems I won't join as an erudite with long-term plans which could never be achieved. The same applies to other mechanics.
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