Its spring bank holiday this weekend here in the UK, and the long weekend affords me time to sit in my Ivory Tower of Doom and finally nail what I’m including in OpenQuest 2.
Over the last week or so I’ve been working on Battle Magic. I’ve already got 50 or so new spells + another batch from Nathan Baron ( author of the upcoming Empires Rising ) + spells from the Legend SRD which aren’t already in OQ. That’s before I even start looking at ‘classic’ RQ sources for inspiration. My overall objective with the magic system is to make it less ‘whiffy’ and more fun. My players have picked up on the fact that there’s spells in there like Fanaticism that don’t do a great deal, and are in fact superseded by their Divine/Sorcery counterparts (Berserk in this example). This isn’t new to OQ, in the previous example the players said “magic has always been a bit crap in RQ”. In OQ1 I did a partial job of ‘fixing’ the magic system, but I was sensitive that I wanted backwards compatibility. This time round I’m less concerned. Sorcery and Divine are getting similar overhauls and extra spells.
As well as finally making my mind up on the contents/scope of OQ2, which I’ll post here when I’m done, I’ll also be considering whether or not I do a IndieGoGo preorder. Would that be something folks would be into?