We’re getting started on a lighter Quick Start for Magonomia that will be an easier entry to the game than the Starter Rules. The first page explains what Magonomia is like, so the reader can decide whether there’s any point in reading further. Here’s the first draft:
Learning a new roleplaying game is an investment of your time (and money). It’s fair to ask what the game will be like once you’ve learned it.
Presumably you know the basic premise that everyone plays a wizard in a fantasy version of Renaissance England. Beyond that:
The magic is based on authentic sixteenth-century folklore. If feels like the magic portrayed in Shakespeare’s plays, rather than modern fantasy movies. Your wizard won’t be throwing fireballs. They’re more likely to fly on a broomstick or to brew a potion that grants superhuman strength.
Your wizard will start with a repertoire of 11 spells, chosen from a list. Each spell does one specific thing, such as turning your character invisible or detecting curses.
Teamwork is key. Because everyone plays a wizard, there are five varieties of magic to choose from, each with its own strengths and weaknesses.
The mechanics are based on the Fate™ system, specifically Fate Condensed. This is a skill-based system with improvisational elements.
Magonomia is a good choice for you if:
You’re captivated by the lore from when Europeans thought magic and faeries were real.
An all-wizard campaign sounds awesome to you.
You like to think creatively while using your character’s powers and abilities.
You like to immerse yourself in the scene your character is experiencing.
Magonomia may not be to your liking if:
Power gaming is your thing.
You like realistic adventures better than magic. Magonomia is about wizards.
You prefer lightweight rules that you don’t have to think about.
You dislike games where your character’s plan goes sideways.