Where I'm up to with OpenQuest

Newt

RunePriest
#1
Over at my Sorcerer Under Mountain blog I navel gaze about what the heck is going on with OpenQuest.

Short of it, I'm producing a slightly cleaned up version of the rules, putting back in the Empire of Gatan setting chapter and the Road Less Travelled adventure, with plans to add some more monsters (about 20 or so at the moment). Oh and the wrap round dragon cover is coming back. But mainly I'm going to be working on getting out the 3 or so adventures I've got written up before the end of the year (and this is not including Green Hell). There's also going to be news on the River of Heaven and Company front
 

Guvnor

Administrator
Staff member
#2
I am replacing critical as 10% with doubles.
Critical effects from double pair.

I am replacing most modifiers generated by the character with advantage/disadvantage from 5e *but* not roll twice but flippy reading of dice (is that 91 or 19).
No negative damage modifiers.
Bring back dice for armour not fixed values.
Experiments with only players roll dice not GM.
Two different super normal not magic systems.
Only playing as monsters.
 

Newt

RunePriest
#3
I am replacing critical as 10% with doubles.
Critical effects from double pair.
Yup that's one of the changes I'm definitely putting in, and doubles when you fail being fumbles. Why? just strikes me as so much more fun :D (and other D100 games such as Eclipse Phase have used it).

I am replacing most modifiers generated by the character with advantage/disadvantage from 5e *but* not roll twice but flippy reading of dice (is that 91 or 19).
No negative damage modifiers.
Bring back dice for armour not fixed values.
Experiments with only players roll dice not GM.
Now we are getting a bit more experimental for OpenQuest's blood (although I am tempted by the Armour dice route, it makes games less dependant on the "everyone worth something has magic RQ walking tank model"). I've got most of this in a draft of "SimpleQuest", which did get a few playtests and did run well once people got their heads around the changes (the usual BRP expectations thing).

Two different super normal not magic systems.
I was going to go a single Unified magic system this time out, but nah its part of what makes OQ (+ 30 odd years of familiarity). Spinoff games variants, however, are a different matter ;)

Only playing as monsters.
Back to the 'Fringe Sir and your whisky fueled hijinks! :D
 

Guvnor

Administrator
Staff member
#4
For me doubles that are failures are 'fail forwards'. You still succeed but there is a new obstacle, or a GM party of NPCs get harder, you know.. fail forward.
Double 00, or "Sockets".. now that's always a fumble since the Bone Man has spotted you..
Variable armour/weapon protection/damage feels more Stormbringer, and that's where OQ fits in my head.. "Blood and Souls"..
However for backward compatibility and so GMs don't have to roll, they can use half the dice size. Not average, just half. Got to be an incentive to roll.
So.. critical get better the higher the double
11 roll weapon damage twice
22 .. summat.. maybe you trip opponent
33 fixed damage plus rolled weapon damage

No choice, it's not Mythras, it's faster and lighter.. it's better to open up the space but stay stat block similar..
 

Newt

RunePriest
#5
For me doubles that are failures are 'fail forwards'. You still succeed but there is a new obstacle, or a GM party of NPCs get harder, you know.. fail forward.
Double 00, or "Sockets".. now that's always a fumble since the Bone Man has spotted you..
Oh I like that idea and may yoink it (pending playtesting).

One of the ideas I have for the new version is to be less ambiguous and unmark all the optional rules - make them part of core. If people want to strip them out fine, but there's a fair few folk who are confused by the number of Optional Rules.
 
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