The link is working here.
And I don't know the Ars Magica system, only heard about it, but the description in the KS page is very interesting. Edit: an text of the creator of the KS about how a typical campaign of Ars Magica works and how we will see it in the game:
In your typical Ars Magica game, a significant portion of your campaign is spent doing what is usually behind the scenes in other role-playing games: your mages research, ponder philosophical questions and write and read books; your companions are politicking with nobles, running your estates and/or going abroad for various reasons; and your peasants are living, working and getting into all kinds of trouble on the front lines. What's more, all the people in your Covenant have their own personalities (and usually mages get pretty eccentric), which leads to all kinds of craziness. This portion, referred to as the 'Long-Term Event' or 'Laboratory' gameplay of Ars Magica, is already set up like a turn-based simulation game in the rpg. So, over the course of the years, you'll be directing all these activities, with some...interesting consequences depending on the personalities involved, and what it is you've decided to do. The role-playing game is the quests, adventures, judgments and narrative arcs that figure into the overall destiny of the Covenant. In the tabletop game, this is usually when the dice come out, foes are battled, and treasures are won. It's not exactly D&D- in Ars Magica, adventures can range from the consequences of an unsavory deal to problems arising an over-potent brew, and don't necessarily involve dungeons and the like...but you probably get the gist. Overall, the simulation and the role-playing game experience are probably going to be unlike *anything* you've ever seen or played, if you've never experienced the tabletop game. :)
Post edited October 21, 2012 by gandalf.nho