So, a first sketch.
Assuming a con slot is two hours, a group of 6 gives each poerson about 20 minutes of spotlight time. That’s 2 scenes. Ths means that I need to express some of the cool things that can be done in the game with 12 distinct scenes, each of which plays to the strengths of a particular player character.
So, six things of awesomeness which PCs can do.
Magic. That’s awesome. Maybe even two or three kinds of magic. It’s Ars Magica. Magic awesome is our basic awesome.
Social skills. Diplomacy is the thing magi can’t do.
No, I want to shift out the combat skills. Magi have combat skills and I want one of the magi to be allowed to really cut lose and break things. So I think I want to add a sort of grifter character in.
Great, OK. So, let’s lay the thing out.
The characters are members of a covenant on the southern coast of modern Spain. The elder magi have gone off to Gibraltar and fought some Sahir. The yhave been defeated and killed. A member of their war party escapes, and stops at the covenant for one night before heading back to Flambeau central to warn them things are going to get nasty on the Costa del Sol.
He says: this place is not defensible, and they probably know about it. Time to grab everything of value and head for the hills, young magi, because if you stay here, you are going to die.
The charactees get a tip that there’s magically occluded island off the north east tip of Spain. The Tin Isles. The Romans used to trade with them. Then Siutational Problem hapened and they vanished. If they can get there, and resolve the problem, then they’ll be safe.
So the three magi and their three companions need to grab all of the stuff of value in the town and get out of Dodge.
The players are given a list of the stuff the characters own, and decide what to take or leave, and this tells them what tonnage of ships they will need.
The magi need to hire a flotilla of ships without telling anyone a Moorish wizard war party is coming. Or they can steal the ships. They then need to load heaps of stuff without anyone realising what’s going on.
The fleet sails. It needs to get past the Gibraltar blockade, or it can fight its way through.
A ship gets stuck fast to an undersea rock which has pierced its hull. What sponts can the magi cobble together to fix this?
The magi arrive at the island and need to establish themselves. The group whiteboards out.
The island’s big bad sends minions on a raid.
The characters scout out the big bad’s position, then attack, or send diplomats. Or both.