Just wanted to share:
I gave Jared Hunt’s great Ars Magica Hack a brief playtest over the weekend with some friends. I didn’t run the whole thing – I had one player (Ted Marr, the former storyteller of our last ArsM Troupe) reprise his Magus, Killian bani Guernicus, repleat with his scarab beetle head, into my more “normal” Dungeon World pick up campaign. (L5-6 standard playbook PCs.)
We focused mainly on seeing how the magical system worked, especially compared to the DW Wizard and Cleric in the party. We didn’t have time to focus as much on the nitty gritty of ranges and targets as much as we would have liked, but it was a great deal of fun and seems super promising.
Great to hear! I have a playtest session of my own tonight and I’ll be posting an updated version of the rules tomorrow.
Can’t wait to hear more from your game!
One thing that I was left uncertain as to your intent… when rolling +Art, is that intended to be the sum of the two arts (Creo + Animal), or the minimum of the two arts, as per the “rule of requisites”?
My supposition was that since DW really only “works” up to about +3 or +4 to a roll, that it was the latter. On the other hand, going with the former might allow for getting a bit more fiddly with distinctions in Range/Target/Duration/Whatnot (manifesting as -1 to the roll for each of the listed circumstances, for example).
My intent was to follow the rule of requisites as the baseline. However, if you want to get a little farther into the range/target/duration granularity, adding the arts together and applying penalties should work. It will take some fiddling since it introduces a whole new level of math but if it’s important to the style of game you want to run, it might be worth the effort.