Test played Reviews: Dungeon World
Test played Reviews: OpenQuest
OpenQuest is available in PDF the Basic version is free downloadable. A system reference document (SRD) of the main game is also available free download. http://d101games.com/books/openquest/
A little drama came to surface in my search for a d100 system. I had put up Runequest 6 Essentials (which was reduced and became Mythras Imparitive) up against OpenQuest the first time and RQ6 had won. But later, when switching over to Imperative, they removed several of the great features and almost all of the sample creatures from the sample game. Having specified that I wanted the game to persist in the future - I include the samples - and that removing the important main features is a "low blow" to online shoppers, I redid the evaluation using the more current copy. This lead to a heated argument with fans of Imperative and even a post directly speaking to the co-creator. Having removed too much - magic, cycled combat, and most of the creatures except five, OpenQuest would have won the initial battle, so I retroactively moved OpenQuest into the play test phase.
I would rather support OpenQuest than the other developers.
Looking at available material and scoring the availability of material
I researched OpenQuest. So far it is a C+ 1.9 grade total. (Almost a B-)
Sources: I tallied 9 individual reviews, 9 groups of comments threads with opinions, checked on all sources for videos reviews and gameplay, visited BRP central (where the author posts info and a community supports the game), and finally visited the author's Google & YouTube pages.
Why the C+, when most reviews give it 3 to 4.5 out of 5?
I gave it major low grades on combat, lack of creature creation help, a hit for being human species-centric (a content issue), and for missing explaining behavior of the character. I'll post the full evaluation after I find a gameplay if one exists. [see below the quote].
I searched for reviews and found plenty of people recommending the game, only based on reading it and comparing to other RQ-based systems - not by play. At least 20 different people gave the game pretty decent reviews. None of them actually mentioned that they played it. And what I did find will conflict with the gameplay recommendations.
The reason I ask is I searched this site - rpg.net for some gameplay, and I could not find any.
I checked for video reviews and gameplay and didn't find any
Checking in with the maker, I went Newt Newport'g Google page and only found kickstarter and convention announcements. I went to OpenQuest Official site and only found reviews based on comparison to other RQ systems. I went to his Youtube, which he has one, and found no gameplay video - though he does make videos about other stuff - mainly new game announcements.
Going to BRP central, I searched for anything concerning OpenQuest all the way back to the release of OQ2 announcement by Newt.
1. I did find one at BRP central who started using it then quickly added rules from other systems RQ2 damage system, skill based experience, resistance, and power. And then added RQ6 runes and passions. http://basicroleplaying.org/topic/43...#comment-68028.
2. Also there is a mixture of renaissance and legend mixed with it mentioned at that site.
So my concern is this.
Is this a shelf sitting game.
The only two people that mention the game couldn't use it on it's own, because of the combat, experience system, and culture/background mainly.
Was the system broken when those three, seemingly vital parts in earlier sister editions were removed in the design?
Is it a game people think is okay when they read it, but no one actually plays it on its own including the maker Newt?
a. Meaningful - does data recorded makes a difference in the game?
b. Utilized Functions - are there multiple uses for data recorded?
2. Flexible/Adaptable - how usable is it with other custom settings?
3. Consistency - how many different systems are there within the game?
4. Understandable - are concepts defined before they are presented, Or is it just a rule dump without explanation?
5. Character - how is behavior explained and can characters be unique?
a. Behavior tied to character - how well does the data determine how a character behaves?
b. Unique Character - can the characters stand out from other characters of similar nature?
6. Combat System - are the mechanics interesting and innovative?
a. Turn/move/action - does the game use the same boring turn based mechanics?
b. Attack speed/ hastened/quicker - will having higher quickness make the attacks go faster and multiple times?
7. Spell System - does the game use the boring overused spell set?
a. Spell Regulatory - how does the game use data to limit magical powers?
b. Spell Breadth - is there a wide variety, yet coherently grouped collection of spells?
8. Creatures - how many provided creatures are available?
a. Standard Fantasy - does the game provide the expected common monsters and creatures?
b. Creation - are there creature creation rules so that I can add my own creatures?
9. Content - is the overall content presented in the core detail depth and have variety. Do elements differ in sufficient degree among other data?
10. Aesthetic - does the game have a subjective coolness factor?
I plan on using the A, B, C, D, and E again, this time tying them to points so I can convert it into a total value for the game.
For each criteria
A = 4 - beyond my expectation
B = 3 - great
C = 2 - sufficient
D = 1 - below my expectation
E = 0 - horrible, unusable
Total evaluation = sum of criteria/20
Phase III Testing the game.
The skill system is enjoyable and easy. I even tried a contested skill challenge.
Combat is plain. I wish it had the hit location that other RQ have as well as the dexterity + int # AP for multiple attacking.
Magic was a little frustrating during battle. Every attempt for an 13 power character failed. I have the magic for multiple attack - triple attack btw. I was trying to compensate for lack of dex + int multiple attacking per round.
1) total grade from phase 2 1.9
2) character creation test 2
3) skill system test 3
4) combat system test 2
5) magic system test 2
Total score 10.9
Average 4 pt scale 2.18
Damage Mod +1d4
Skill Base Description
Leather armour, shield, ranged weapon, close combat 1H weapon and dagger. Backpack, rope, two weeks worth of traveling provisions, flint and tinder, waterskin.
Bastardsword Flex 1D8 Str/Dex13/9 Enc2 Medium 250 SP