Mankcam
Hallowed Be Thy Swo
- Joined
- Sep 24, 2017
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OMG!!! I agree with pretty much most of your post here, down to every almost word typedMagic World - the game that never was!
I think the rules-medium crunch was a sweet spot for the BRP rues that is under exploited.
If wishes were fishes: Reboot MW, but name it after the new core setting. Take a page from the Swedish BRP offshoots and use a roll under d20, and ruthlessly cull the still overly long skill lists...
Setting: A cross between a Game of Thrones, The Witcher, and Lord of the Rings. With Brothers Grimm fairytale style lore. Much more humancentric and lower magic defaults than stock D&D; with the Grimm fairytale vibe replacing D&D's inherent gonzo feel.
I'd use the heroic HP option so PC's start with 20-30ish HP, use XP buys instead of skill checks, armor as straight DR like RQ, and custom tune a magic system to suit. I'd even divvy it up into 3 books, with a players guide available in a smaller softcover format.
They key would be support. At launch 2 adventures should be available alongside a cool starter set. For the adventures I'd adopt the old TSR adventure format of a 20-30 pg scenario with a cardstock cover that doubles as a map with updated production values. 3-4 adventures per year. 1 outright splat every 2, and one AP every 2 years. If they get the setting right there is growth potential there.
(except changing the core mechanic to a D20, I still prefer percentile dice when it comes to describing ability chances and such).
Other than that, your post is very much the creative kind of game production, design, setting, and flavour that I would have loved to have seen with Magic World.
Great stuff !!!
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