The time has come (once again for some) to test my latest rendition of Project M. This is the eleventh year since I started my misguided first attempt at Project M, and this is the ninth version. The world of Project M was the setting for our last DragonQuest campaign, and indeed that campaign was simply in preparation for this latest version.
This ninth version of Project M looks very much like a DragonQuest 4th edition, which I'm fairly okay with, as DragonQuest is the one roleplaying system I have never stopped playing. It makes sense that my system would be modeled after my favorite system, with the goal to modify and improve areas I want, and to create something that distinguishes my system from the archaic DragonQuest 2nd & 3rd editions.
I am exceptionally pleased with the work my brother did in designing the magic system. I'm sure there are some kinks to work out, but as a person that spend years trying to make the DragonQuest magic system suitable for himself, my brother knew exactly how he wanted things to change. One thing that my world demanded was the separation of "good" and "neutral" magic, with the evil magic available only to the villains. It might surprise you as to which magic fell into the good category. Another thing we had to have was the ability to learn more then one kind of magic, as it was a staple of previous versions.
I also have a robust select of weapons and armor that have a distinct design to them. I talked at length about aspects of these in previous posts.
Another thing that I am quite proud of is my system for handling specialization. I've always hated skill lists, and I've gone a route closer to DragonQuest as far as character customization, but a step further with a quick and easy expertise system. It should prove an interesting test.
So, now that our DragonQuest campaign is complete, I have decided (with much urging from my players) to launch a game testing campaign for Project M. I'm presumptuously calling it Stage 1 Testing, which means pre-alpha, to me.
We have begun rolling characters, and already my players are presenting me with notes for improvement. I design a rudimentary character sheet that has already been found lacking. A second version of the character sheet has been designed and they haven't even finished their characters. Stage 1 Testing looks like its going to be a game of daily revisions, which does sound a lot like an alpha test. Unfortunately, the game is not finished, and I do not have a large enough play-tester pool to really kick up an alpha test. Once the game is finished, I will consider us in alpha testing.
In the near future (as in: optimistically this year), I plan on creating a website for Project M. At that stage, I will be looking for interest in my game outside of my group of friends. It should be fun. And now, back to game design!
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