Funding Unsuccessful This project’s funding goal was not reached on .

Update #10

Introducing Holdfast: the Record of the Dwarven Kingdoms

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First of all, we've heard from several Ars Magica fans via our forums and by message, all asking variations of the same question. Although at this time we do not have plans to go for attempt #2 for funding, the dream of an Ars Magica video game remains alive due to you. A dedicated group of fans received permission to play an Ars Magica game on our forums, and that campaign reminds us of what could be (tm) every morning.

That said...

Since the conclusion of the campaign, we've been busily smithing our other projects, and one of them has arrived on Kickstarter this very morning. With pride in craftsdwarfship, we proudly present to you: Holdfast, an old school gamebook in the style of the '80s and '80s greats. We are producing both print editions (softcover and hardcover) as well as an Android/Mac/PC game application. We hope you'll lend us your axe as we create this epic saga of Dwarven gold, grudges, greed and glory in the dark places below the surface!

http://kck.st/11UOlBU


Update #9

The End: Our thanks!

31% Funded.

Sadly, this is not our hour.

First and foremost we want to thank each you, our patrons, for supporting our project. We didn't make it, but you all certainly fought for us. Your help, comments, advice and discussions brought this project closer to reality, and you have our gratitude and admiration. Atlas Games, too, brought every gun to bear, and were the ideal partner for this project.

We have heard the chorus of pleas for a second try, and we would like to, we would really like to. However, we cannot commit to it- our budget for speculative projects is small, and easily exceeded by the costs of a new campaign: after all, we somehow doubt you'd want to see the same video and screenshots again! ;)

There may come a time when we are able to create an Ars Magica game with your help, but we reluctantly believe it will not be soon. Which is a tremendous pity, because we believe gaming needs new, unique role-playing experiences, with original mechanics, stories and settings. But then, we've built a company around that idea. It's possible we're biased. ;)

Once again: thank you all for everything! It's been fun, educational and bittersweet, but it was an honor for the Team to work with you.


Update #8

Your 48 hour Ars Magica update: The End is Nigh!

25%!

Ladies and Gentlemen, we now have just 2 days left to fund.

We sincerely hope you will join us in getting the last-ditch word out to friends, family and enemies (hey, why not?) because an adaptation of Ars Magica needs to be made. There is no stemming the tide of pre-Christmas derivative sequels, but there is still the opportunity to help us make game that is:

  • Unique
  • Creative
  • Generational
  • Strategic
  • Role-Playing
  • Management
  • Magical
  • Character Driven
  • Authentically Medieval

There is still time. Please help us make some noise!

And, most importantly, thank you to all our patrons. You really came through. ;)


Update #7

Your Monday morning Ars Magica update: The Combat UI!

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23% and 6 days remain!

Winter has arrived, and the end is nigh!

Thanks to everyone that has promoted us- by all means please do continue helping us to get the word out! In today's update, we’ll revisit Combat.

In Update 4, we discussed how Combat will work in the game- today, we have a concept screenshot to show you graphically how that will work.

The center portion of the UI is the map, and this displays not only the position of the combatants but also the various features available. You can mouse over these for more information, and click on them to take contextual actions or move characters to them. As noted previously, unused features can come and go as the rounds passed, so you’ll want to be looking at the map for additional options as time goes by.

You’ll also notice the little icons for the combatants which ring the map’s edges. You can click on these to change targets or focus on a feature, if you do not want to navigate by map.

Above and below the map you have information related to the currently selected character (top), and the active character (bottom.) Here you can review known information about the characters, generally contextual to the actions available. You can also click on the main portrait to see a more detailed character sheet, where appropriate.

To the right of the map is the general features list, for easy reference. Some features, as for example the Chesnut Limb and Hollow Trunk, are parts of a larger feature, in this case a Chesnut Tree. This list, like the map, is updated as features become available and/or move out of the flow of combat. You are also able to close this pane if you prefer to work directly on the map.

On the left of the map is the contextual action list for a specific target. The top portion of this pane shows actions which are directed at the target, and the bottom shows actions which are directed towards yourself. You can expand this pane to show more options, or you may close it and work directly from a larger map.

The Cycle of the Seasons

Winter is now here, and with few days left in the campaign, we hope you will join with us to let people know about this project. This kind of game, based on a unique tabletop experience, is the quintessence of the promise of indie gaming. Nothing like this exists in the video game market, and nothing like it can exist without the help of patrons, fans and gamers. We fervently hope that we can get enough peoples to realize that if they really do want something fresh, unusual and original, they have the power right now to make it happen.

A huge thanks to all our patrons!


Update #6

Your Friday morning Ars Magica update: Judgments and Destinies!

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21% and 9 Days to go!

We hope that you all will continue to support and help us get the word out, especially as we slip into Winter...;)

On that note, let’s talk about Destiny today.

We’ve hinted in earlier Updates that there are definite endings you can achieve, and these are reached through the many choices you make during the game. The most important kind of choice you can make in regards to the ending of the game is called a Judgment, and you’ll face at least one each year.

The Tie that Binds

In the tabletop game, Covenant governance is determined by the GM and the players, and can express itself in a number of different forms. Usually, there is some form of charter, and rules to allow the mages to settle disputes. In Years of Conquest, Judgments are made by the Covenant’s Council, which is made up of all the mages in the Covenant (with the few inevitable exceptions.)

Each winter, this Council meets and settles matters of justice and law, as well as addressing other, more consequential events which may have arisen. At the start of the game, you are likely to be the only mage in the Covenant, and so can decide these matters at your whim. But as the years advance, you’ll increasingly need to forge alliances and broker deals in order to settle things your way.

Too much politicking, however, can cause your Covenant to fall apart due to injustice, dissatisfaction and frustration, as favoritism and concessions provoke all manner of jealousies. Further, as the Covenant ages, and its mages become more and more eccentric, building a consensus may be very difficult indeed, as demands and appeasement grow and grow.

Medieval Politics

As a simple example, consider the murder of one of your Covenfolk, when the guilty party is an important asset to your Covenant and their victim was not. Most role-playing games tend to leave this as an issue of justice versus practicality (or, good vs. evil), but in Years of Conquest the situation is much more complex.

Firstly, all your Covenfolk have their own relationships to one another whether by kin, clan, personality, work or friendship. The family of both parties will obviously have strong feelings, but everyone, especially your mages, know, associate, and have had dealings with those involved.

On the face of it, forging a consensus in this situation needs only involve the mages, since they are the ones on the Council. Encouraging dissenters to join your bloc via gifts of Vis, desirable Actions or Opportunities, or gifts of magic and knowledge can easily persuade those without strong degrees of passion.

However, if your goal is something unpopular, or considered to be unjust by the majority of the Covenant, the matter will not end with the Judgment. The result could very easily be a generational family feud, heated passions which fuel future crimes or the departure of some of your Covenfolk.

Concessions to various parties can smooth things over, but underneath the surface the problems will still remain, ready to appear again...You’ll have to decide what it’s worth to accomplish your goals when things are messy.

The End of all Your Works

The final fate of your Covenant is related to the 4 Realms: Magic, Infernal, Faerie and Divine. How you have interacted with each of these during the century will shape the final fall of your possessions (dark) or their rebirth (bright), as well as offering you different Opportunities and Adventures. Your Judgments, representing the final decision of the Covenant on a given matter, will set you down these paths.

Some of them may be quite difficult to escape, once you’ve taken the first steps...

Thank you all!

Autumn comes to a close and Winter will soon be upon us- thanks to you all for the constant bumps and posts. Please keep it up- we’ll need a lot more to make it, and the days are swiftly dwindling.

We appreciate it, and thanks!


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