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Ars Magica is a role-playing game set in 'Mythic Europe' – a historically grounded version of Europe and the Levant around AD 1200, with the added conceit that conceptions of the world prevalent in folklore and institutions of the High Middle Ages are factual reality (a situation known informally as the "medieval paradigm").
Ars Magica: Lion Rampant (editions 1 & 2) 1987, 1989, 1992, 1996, 2004 Medieval fantasy: Originally developed by Jonathan Tweet and Mark Rein-Hagen, who originated the term "troupe-style play" for it. [1] White Wolf Publishing (edition 3) Atlas Games (editions 4 & 5) Artesia: Adventures in the Known World: Archaia Studios Press: Modified Fuzion ...
A troupe system is a way of playing role-playing games in which a group of players takes different roles at different times. The term was coined in Ars Magica, where it referred to each player using multiple characters and, crucially, sharing a pool of characters held in common by the entire group (referred to as the "troupe").
The influence of this idea can be seen in the Ars Magica RPG, which also encourages stories taking years or decades to unfold (and which is also set in medieval Europe). The default Pendragon setting is a pastiche of actual fifth- and sixth-century British history, high medieval history (10th to 15th centuries), and Arthurian legend.
Ars Magica: Medieval fantasy, heroic fantasy: Mythic Europe Ars Magica rules Lion Rampant, White Wolf, Wizards of the Coast, Atlas Games: 1987-2004 Auvron: Heroic fantasy: Auvron Somlói Ferenc, Kovács Olivér 1995 Hungarian language Birthright: Medieval fantasy: The continent of Cerilia on the planet Aebrynis AD&D 2nd edition, D&D 3rd edition ...
The following is a timeline of tabletop role-playing games.For computer role-playing games see here.. The publication year listed here is the year of the first edition in the original country.
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Mage (1993) was based somewhat on a game that Rein-Hagen had thought of in 1989 as something like a modern-day Ars Magica, although Mage was the first game in the World of Darkness in which he was not directly involved. [1]: 218 Wraith (1994) served as his return to designing the core World of Darkness games.