Jump to content

Covenants (Ars Magica)

From Wikipedia, the free encyclopedia

This is an old revision of this page, as edited by 2601:240:e200:3b60:ac39:97f7:2809:4905 (talk) at 05:20, 21 July 2023 (Reviews). The present address (URL) is a permanent link to this revision, which may differ significantly from the current revision.

Covenants is a supplement published by White Wolf Publishing in 1990 for the fantasy role-playing game Ars Magica.

Publication history

Covenants is a 64-page softcover book written by Mark Rein-Hagen and Lisa Stevens,[1] with cover art by Doug Shuler.[2]

Contents

Covenants is a supplement of rules and guidelines for the creation of a "covenant" (a group or community) of wizards. At the start of an Ars Magica campaign, the characters of all the players at the table are considered to be in the same covenant, so using this book enables the players to act together to design a covenant that best matches the community they all represent.[1]

The life cycle of a covenant (spring, summer, autumn, winter) is discussed, and four sample covenants are described.[2]

Reception

Stewart Wieck reviewed Covenants for White Wolf #20, rating it 4 out of 5 overall, and stated that "These covenants are finely crafted, perhaps displaying detail which is beyond players not intimately familiar with the system, but also showing what the system is capable of creating."[3]

In the June 1990 edition of Games International, the reviewer thought the presentation flashy, but admitted that "Like all the recent Ars Magica material, it feels at first like a cash-in, but closer study is rewarded."[4]

In the June 1991 edition of Dragon (Issue #170), Ken Rolston thought the book was "well written, but of doubtful utility unless you play in an Ars Magica campaign. However, the four sample covenants would make original and entertaining settings for fantasy scenarios in your own campaign."[1]

In the 2014 book Dungeons & Designers: The '80s, Shannon Appelcline commented that "Ars Magica placed a heavy emphasis on the characters' home — the covenant — and even gave rules for mechanically defining it. This would later be developed into a full book, Covenants (1990). Part of the innovation of Ars Magica's covenant system was that it was specifically designed to introduce plot hooks into the game, thereby building recurring storylines from the beginning of play."[5]: 307 

Reviews

References

  1. ^ a b c Rolston, Ken (June 1991). "Role-playing reviews". Dragon (170). TSR, Inc.: 84–86.
  2. ^ a b Schick, Lawrence (1991). Heroic Worlds: A History and Guide to Role-Playing Games. Prometheus Books. p. 123. ISBN 0-87975-653-5.
  3. ^ Wieck, Stewart (April–May 1990). "Capsule Reviews". White Wolf Magazine. No. 20. p. 49.
  4. ^ "Role Games". Games International. No. 15. June 1990. p. 39.
  5. ^ Shannon Appelcline (2014). Designers & Dragons: The '80s. Evil Hat Productions. ISBN 978-1-61317-081-6.
  6. ^ https://archive.org/details/casus-belli-057/page/n25/mode/2up
  7. ^ https://archive.org/details/casus-belli-082/page/20/mode/2up