Thruxus:
One aspect that I've always wanted to delve into with Ars Magica, was the Infernal. Being a Corrupted Character, with Tainted Virtues. Gifted, but with Summoning magics for Demons, the tempting Demonic Imp on the shoulder telling him to do this and that. but trying to hold on to his own humanity at the same time. Or at least hide it from the other Magi around him.
Aye. I'm a fan of playing demon summoners of all sorts, but there are problems with playing for team evil in Ars Magica.
1. The setting as written makes Infernal the Always Chaotic Evil plus Chaotic Stupid. Demons don't make cunning machiavellian plans, they just piss in everyone's cereal all the time, non stop. Because patience is a virtue and demons don't have that so demons can't plan.
2. Divine is unbeatable. Explicitly. You can never win against the Divine, in either short or long term. So there's no point in playing
for the Infernal side, the one true way is temporarily allying with them to get temporal power on earth for your personal non-Infernal goals.
3. Ars Goetia is rather broken. It's easy to make a goeticist capable of summoning and controlling Might 30 demons, which is the top peak of demons in RoP:I.
1 and 2 together mean that for a fullfilling and fun Infernal game you have to write your own heaven and hell more or less from scratch. There are options here. You can take Paradise Lost and Demon the Fallen, and have demons be ambiguously evil, with understandable reasons for rebellion, ability to plan, and belonging to all sides of morality spectrum. You can take Shin Megami Tensei and replace Infernal and Divine with Law and Chaos. YHVH is not omnipotent and omnibenevolent, he's very strong, authoritarian and selfish. Demons are not cast down dregs, they are everyone who didn't sign up for YHVH's reign. You can do lots of stuff. But Infernal as written is intentionally bent to being unfun and anti-fun.