Story Ideas
recurring problem
for Storyguides (those of us who are human, at least) is how to find an
idea for the next story. While you should not overlook you own
imagination as an asset, there are also some story ideas you can find on
the net. I've collected a few ideas and pointers on this page.
Additions are of course always welcome. You can mail story ideas to
me, and I'll add them to this page. But you might first consider
uploading them to the Ars
Magica Archive.
Ideas Elsewhere
Here are some links to story ideas on the net.
- Ars
Magica: Adventures from the Mailing List
- Peter Hill's website
hosts a nice adventure collection.
- Net.plots.book
- A collection of plots, some game-specific, some not. A lot of the
material is not suitable for Mythic Europe, but there is some quite
useful stuff too.
- Story
Generator
- Flat Earth Games hosts this
simple but useful story idea generator.
- Out of
Ideas -Help
- Some adventure ideas in Finnish.
- Adventures
at the Ars Magica Archive
- The Ars Magica Archive ftp site contains some adventures.
- Project
Redcap (mirror)
- Project Redcap is a cross-linking page for Ars Magica information.
Among other things, it contains links to a host of pages dedicated
to player covenants. These pages often contain descriptions of sagas
and other resources, which can be mined for story ideas. A nice
example is Lydia
Leong's archive of past campaigns.
Local Ideas
Here are some local texts, from mails and the like.
Try running a campaign, or a few stories at least, based upon some
well-known folk tale or myth. I brought my entire Covenant on a
world-spanning expedition to search for the seven Wonders of the
Classical world, where great and powerful treasures and artefacts had
been hidden before the fall of the Roman Empire. Of course, these
treasures were all guarded by natural as well as unnatural dangers,
ranging from traps to demons to natural hazards such as lava flows.
This campaign lasted more or less two years but it is not necessary to
expand so very much as my Troupe and I did. The choice, as always, is
yours..
If this does not appeal to you, you might want to try basing a story
upon your favourite computer or console game. I have successfully done
this with "Quake" (Yes - in Ars Magica !!) and it worked out to be one
of the coolest campaigns I have ever seen. I am currently in the process
of turning "Tomb Raider" into a series of stories for my Troupe..
Saving the best for last, have you considered an expedition to the
undiscovered lands out west ? Both North and South America open up some
great gaming possibilities - for example: dinosaurs might have survived
on the North American continent after the great division. Or the Gods of
the Mayan are preparing an all out conquest of Mythic Europe and your
Troupe are the only Europeans who knows about this - let alone the fact
that there IS an undiscovered continent to the west Just imagine the
implications this would have on the historians, the Church and...
basically everything in the world...
The Magi, or whoever, find a band of outlaws lurking in the (big dark
woods / cold mountain pass / sewers of paris) and approach (one /
several / all) of them posing as a (biblical / mythological / pagan)
figure. They say, "you are (my/our) (chosen man/ prophet / hero), take
this (magic sword/ bow/ armor / banner/ we're too cheap to give our
flunkies items) and (protect the forest / rob people and give the money
to us / go get stuff) and you will (be amply rewarded / find a seat in
heaven / get all the babes)." Tah-dah, you have a new Turb and
anonymity. The story ideas are obvious, I think, in any area where
mundane politcs leaks over into the Hermetic world, or where you just
have people willing to be fooled. Not that fooling people is hard, with
Disguise of the Transformed Visage, Aura of Ennobled Presence, Aura of
Rightful Authority or your choice of other incredibly impressive spells.
Other neat story ideas:
- A magus from Provencal infatuated with the ideals of chivalry these
bards are talking about rides on a Quest to do (something).
- The characters stumble onto a strange subculture of the Order, wehre
hermetic and non-hermetic magicians mingle.
- Someone tries to convince people to sail to Hy Breasil.
- The covnenant is approached by a singularly unpleasant older magus
who wants them to do something disgusting in return for huge sums.
Originally, this was a necromancer who approached a Covennat asking for
the eyes of murdered men and hands of glory from the local gibbet. It
was clearly an Offer they Could Not Refuse.
- Someone close to the Covenant is taken in by a mircle worker /
fraudulent magician.
- The Covenant catches fire.
- A bad winter drives the gryphons out of the mountains.
- A new vis source is discovered.
- One of the character's Pate / Mater dies and wills them something.
Their fellow apprentices are resentful, escapades ensue.
- A band of Unseelie knights ride across the Covenant's lands.
- An old Magus who had ought to know better finds his Vivien.
- A elemental starts roaming around.
- Someone approaches the characters describing this wonderful thing
they saw that is clearly one of Verditius lesser creations.
- One of the Magi needs to go find something strange to finish a
project.
- A redcap is brutally murdered and the Characters must visit the
vengance of the Order on his slayer. It turns out the Redcap was a dick
and his slayer had a really good reason. Have the characters any morals?
- Plague, pick one...
- Berserker Celts on a suicide run!
- One of the characters finds a familiar.
- The local city offers the Magi some sort of reward for some civil
engineering.
- "I didn't kill my wife, it was the evil old wizards that took 'er!"
- Someone falls madly in love with one of the Magi.
- The Magi come across The Thalarion, a huge codex translated from
Persian into Greek before the founding and rediscovered, then later
banned by the Quaesitori. Said to hold the keys to the kingdoms of the
living and the dead, and to drive mad all who read it.
- A *very* foolish diabolist, perhaps a theurgist cleric, summons
something really nasty that eats him and gets away. Play hide and seek
in a major city / deep woods / trackless tundra with a truly nasty
devil. Better if you use a non-Maleficum non-conspiratorial non-Dantean
Hell.
- A thief steals something really valuable.
- Someone's Pater / Mater requests their aid.
- comments?