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OpenQuest 3rd Edition Current Status

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Slowly but surely plans are being laid and turned into action to bring OpenQuest back to life. A Kickstarted new edition of the rules, and an ongoing Patreon to support the release of new and revised adventures.

I’m currently working on OpenQuest 3rd Edition, in preparation of a Kickstarter to be launched in Aug/Sept to tie in with its 10 year anniversary. It’s not as a radical revision of the system that I thought it would be at one stage but its enough to call it 3rd Edition.
Highlights so far:

  • Combat now has systems for Social (new) and Magic (revised spirit combat)
  • Combat order now based on highest modified skill.
  • Magic just one system (Sorcerers and Priests just become specialist caster types, but everyone uses one common magic list, spend magic points).
  • New rules for Organisations which replaces the cult rules and extend to guilds and less magical organisation.

I want a system that can support lots of new funky fantasy adventures (and other genres) that’s simple yet mega-fun to play but has a few more modern standards built into it.

As well as the Kickstarter there will be an ongoing Patreon called OpenQuest Adventures, to fund what fans really want ADVENTURES without me having to point out that these are quite risky releases for D100 systems,  When I get enough support for the Patreon I will commission other authors to write adventures. I’m putting the pieces in place of this to launch at the beginning of May, and the first release will come bundled with a playtest version of OpenQuest 3rd Ed.

The last thing on my current roadmap is playtesting, which opens up next week. I’ve already done a fair bit of playtesting, the social combat rules got a good run out a couple of months ago at one shot game at Go Play Manchester for example, but this will be the first time I’ve put everything together and see how it flows. A call for open playtesting will happen sometime in early June.

So OpenQuest 3rd edition dates for your diary:

  • Now: internal playtest begins, watch out for actual play-reports.
  • Early May: OpenQuest Adventures Patreon opens.
  • Early June, Public playtest.
  • Aug/Sept: OpenQuest 3rd Edition Kickstarter to coincide with the 10th Anniversary of the game’s original release.
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Sounds good!

One thing I'd really like would be some more thought on specialisation. Nothing wrong with keeping the generalist as standard PC, but characters that are more focussed (on combat, magic, general skills ...) always seemed to be an afterthought in OQ. I feel that providing guidance on specialisation is always a good thing for a potential introductury rpg.

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Speicalist magicians are there, because some folk are going to be wanting to start as The Wizard, The Shaman etc. its any easy one, they don't get any skill points when generating combat skills (which therefore start at their bases) and in return get to spend those skill points on magic skills, and pick extra spells from a spell list that other starting characters 

Other specialists, such as the Theif and D&D Monks, for example, will be shown via ready-made concepts, which are a lot more robust in this edition (more like ready-made characters than lists of typical skills and spells). 

There will also be explanatory text for newcomers, especially those coming from Class based games. 

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Sounds like changes I’d like to see to magic. Having a single system a la Call of Cthulhu or Stormbringer/Magic World sorcery is far simpler and avoids unnecessary duplication of spells with the same purpose (e.g. second sight, soul sight, mystic vision).

 I would suggest that very powerful spells have a POW cost, as with CoC, instead of or in addition to MP cost.

Edited by yojimbo

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I hope Magic will look like Sorcery, with flexible casting, and not Battle Magic, with fixed effects and costs.

Fixed effects and costs could be an option for non-professional magic practitionners, which could buy "ready to cast" spells inside crystals or other minor enchants.

I also hope "ready-made concepts" are not going to be full classes, but rather character creation guidelines.

On 5/4/2019 at 2:13 PM, yojimbo said:

 I would suggest that very powerful spells have a POW cost, as with CoC, instead of or in addition to MP cost.

OpenQuest has always favored spending Improvement Points in places where RuneQuest required POW.

But RQ POW is meant to fluctuate a lot, contrarily to CoC.

Edited by Mugen

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I wonder how this affects the timing of the adventure I am working on now. If I'm going to release in mid-to-late August or early September, will I need notes on OQ3 compsatibi8lit (particularly with the new magic system)? I want it to be playable "out of the box" for anyone familiar with d100 (in any form). The new rules sound intriguing as potential for future work, though. Social Combat, in particular, might be especially helpful in any adventure involving interpersonal intrigue, whether in a guild hall or the court of the Scarlet Emperor of Rhye.

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Hi! I find OpenQuest to be the only "simple" iteration of the BRP rules nowadays, except perhaps the defunct Magic World. I find the other BRP incarnations too crunchy in the Combat side, something I'm less interested as the years pass. A link to detailed progress, and examples, of the new OpenQuest would be really nice. Just wanted to say this, and that I'm looking forward to the 3rd Edition!

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