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Anyone taken a group thru Magic World Quick Start?


Jae

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My intent is to set up a campaign using RQ6 (once I've re-read the rules), but I keep being drawn to Magic World.

 

I was thinking of taking a non-gaming group through the quick start to get a feel for the system and to expose some interested muggles to the world of table top rpging. So, whadaya think? Am I being too ambitious and better off aiming it at some D&D mates that need to see the light or what?

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Magic World is such a simple system to play if the chronicler is ready. I've run some noobs(never tabletop gamed B4) through my Magic World campaign and it was a roaring success. We laughed. We cried. We threw dice at each other. Most importantly, they came back for round 2 a couple weeks later.

As Long as you are prepared I don't think you'll have any problems introducing "muggles " and thanks for introducing new players to the goodness that is BRP! If we don't grow the player/customer base...the terrorists (woTC) wins! :)

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Author QUASAR space opera system: https://www.drivethrurpg.com/product/459723/QUASAR?affiliate_id=810507

My Magic World projects page: Tooleys Underwhelming Projects

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Magic World is such a simple system to play if the chronicler is ready. I've run some noobs(never tabletop gamed B4) through my Magic World campaign and it was a roaring success. We laughed. We cried. We threw dice at each other. Most importantly, they came back for round 2 a couple weeks later.

As Long as you are prepared I don't think you'll have any problems introducing "muggles " and thanks for introducing new players to the goodness that is BRP! If we don't grow the player/customer base...the terrorists (woTC) wins! :)

Author QUASAR space opera system: https://www.drivethrurpg.com/product/459723/QUASAR?affiliate_id=810507

My Magic World projects page: Tooleys Underwhelming Projects

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You can go the Quick Start route, but honestly, MW RAW is a pretty easy to understand, so if it was me, I'd go with the full rules set rather than the QR.

 

Cheers, mate! And good luck :-)

Present home-port: home-brew BRP/OQ SRD variant; past ports-of-call: SB '81, RQIII '84, BGB '08, RQIV(Mythras) '12,  MW '15, and OQ '17

BGB BRP: 0 edition: 20/420; .pdf edition: 06/11/08; 1st edition: 06/13/08

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There is a beginning adventure in the quick start rules set in the Southern Reaches, I'd use the full rulebook and go ahead and play the scenario. I remember we started it but I don't think we ever finished it, so I can't really make any points about the mission itself. It's set in the Southern Reaches (which is the default setting of the main book) so that's good enough for me.

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If the adventure is the Fishsinger's Daughter, it's a fun one. Should only take you an evening to play through, if that, so you've got time to make the PCs at the table as well. It's a great intro to the game.

 

You might also check out the adventure "In Search of the Trollslayer". It's for BRP Core, so needs a little bit of tweaking to play it with Magic World (not much, really). But you could easily use it as a follow-on to Fishsinger's Daughter.

Please don't contact me with Chaosium questions. I'm no longer associated with the company, and have no idea what the new management is doing.

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How would you convert the characters from "In Search of the Trollslayer" to the recommended heroic level? Add 12 points onto their chracteristics or soften the encounters a little?

 

I ran In Search of the Trollslayer with newly created Magic World characters when MW first came out. I didn't need to change any aspects of the characters for them to survive.

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