OpenQuest price Drop

Blackyinkin

Mongoose
Hi All,

I just noticed that Newt D101 games has reduced the cost of their OpenQuest print version from £15 to a brilliant £10, an excellent price for a great game.

http://d101games.co.uk/

Simon
 
In my opinion, OpenQuest is the best heroic-fantasy version of BRP ever published, and the only one I can recommend without warnings.

The only thing I miss from MRQ is the Advanced skills rule, and perhaps the damage bonus chart.

Note that is has some minor flaws, however. Most are typos, such as references to rules that were dropped from MRQ.

In my opinion, the most problematic option is the possibility to create one-use enchants with only a cost in MP. I think such tools can destroy the balance of a campaign.

I also don't like having only one Sorcery skill. I'm not asking to go back to one skill per spell, but I'd prefer a limited set of skills.
 
Hi,

Regarding only having one Sorcery Skill, I think that this is tied to the game mechanisms slower advancement, I prefer to keep it simple. I do miss hit locations, as do my players, but I am using a d10 for them to enable my new player to reduce the amount of dice she needs to roll LOL, she gets really confused, so she only uses weapons that do 1D10 and with the D10 hit charts she only uses one dice for the game. I am toying with actually making the whole thing D10, so that weapons of D6 or lower use D5 and those over use D10, but I am not sure yet. Sal is learning but the curve has been steep for her.

Simon
 
Mugen said:
In my opinion, OpenQuest is the best heroic-fantasy version of BRP ever published,

Wow, mad blushes on my part.


Mugen said:
The only thing I miss from MRQ is the Advanced skills rule, and perhaps the damage bonus chart.

Easy enough to add Advanced skills back in, but I found with the smaller skill set having Advanced skills didn't make any sense. Also the way characters are created follows a different design philiosphy to MRQ.

Mugen said:
Note that is has some minor flaws, however. Most are typos, such as references to rules that were dropped from MRQ.

Alot of these were fixed in a recent errata, but if you find any more please please let me know (newt@d101games.co.uk)

Mugen said:
In my opinion, the most problematic option is the possibility to create one-use enchants with only a cost in MP. I think such tools can destroy the balance of a campaign.

If played straight as the rules say, it was designed to let Magic using characters with this spell do simple one use enchantments for characters who have specialised in non-magical spells. e.g Wu-Gen the Sorceror makes a Paper Charm of Protection vs Evil Spirits (Drive off Spirit 4) for his friend Zang Zu the Bladesman to hang outside his house, which is being attacked by magliant spirits. Of course its open to abuse, players creating vast numbers of enchanted items between adventures, but I figured it would be upto the GM to say no to such behaviour.

Honestly though if you don't like the ided of Create Charm creating one-use items, simply don't allow it in your game.

Mugen said:
I also don't like having only one Sorcery skill. I'm not asking to go back to one skill per spell, but I'd prefer a limited set of skills.

Again if you want to go back to having a set of Manipulate skills, do it.

Personally I've found having mulitple Manipulate skills problematic and unnecessarily time consuming in my games. Since OpenQuest is based on how I run my D100 fantasy games these days, thats the way its in the book.
 
Newtus said:
If played straight as the rules say, it was designed to let Magic using characters with this spell do simple one use enchantments for characters who have specialised in non-magical spells. e.g Wu-Gen the Sorceror makes a Paper Charm of Protection vs Evil Spirits (Drive off Spirit 4) for his friend Zang Zu the Bladesman to hang outside his house, which is being attacked by magliant spirits. Of course its open to abuse, players creating vast numbers of enchanted items between adventures, but I figured it would be upto the GM to say no to such behaviour.

Honestly though if you don't like the ided of Create Charm creating one-use items, simply don't allow it in your game.

In fact, one of the players I play with is the kind of people that would love to create tons of One-use enchants and One-use Magic Point Matrices just because the rules allow him to do so.

The fact I almost always play with him certainly has an influence on my reading of rules :D

Mugen said:
I also don't like having only one Sorcery skill. I'm not asking to go back to one skill per spell, but I'd prefer a limited set of skills.

Again if you want to go back to having a set of Manipulate skills, do it.

Personally I've found having mulitple Manipulate skills problematic and unnecessarily time consuming in my games. Since OpenQuest is based on how I run my D100 fantasy games these days, thats the way its in the book.

I don't miss Manipulation skills in OpenQuest. Yet, I prefer having differents skills for different kind of spells. For instance, Sorcery (Elemental) for spells such as Form (substance) or Sorcery (Body) for spells such as Treat Wounds.

Nonetheless, I agree this is not a flaw but a point of view ;)
 
Mugen said:
In fact, one of the players I play with is the kind of people that would love to create tons of One-use enchants and One-use Magic Point Matrices just because the rules allow him to do so.

The fact I almost always play with him certainly has an influence on my reading of rules :D

Hee hee I've player like this too, he just likes getting into the nitty gritty of systems and finding loop holes. Luckly he never does it to be a pain, and has been great use when playtesting :)
 
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