In the last week, I seem to have crossed a critical point with Kannagara. I now have a 6500 word draft of all the core mechanics, and I think they are both simple enough to be usable, and complex enough to support the sort of game I want to write. I don’t yet have anything I can share for playtesting, because the draft is too abstract. If we use Ars Magica as an example, the current draft says “You cast spells by adding a Technique and a Form together, then adding one Characteristic”, but it does not yet have a list of Techniques, Forms, or Characteristics.
(Obviously, that’s not at all how Kannagara mechanics work.)
The dice mechanic I mentioned earlier on this blog has gone, and so have most of the details of the proposed mechanics, but the basic thrust of the game is the same, and a lot of the concepts will be retained. The next step is to start preparing ability lists, and describing what they can do. This is also where I put concrete numbers on things.
While I was writing today, it struck me that these mechanics would also support the “School of Magic” campaign that I’ve tried to design in any number of systems, and never been able to do. I should really write Kannagara first, though.