Q: Can you give me an overview of the game?
Magicosm is about bringing to life a character in a medieval fantasy world, a world in which there are blacksmiths and tavern masters, goblins and dragons, minor feats of magic and earth-shaking spells, everglowing coins and mighty magical swords. You will play a character who will take part in this world, perhaps being a brewer or leather craftsman, perhaps a daring thief or a crafty wizard. You will play in a game world with people from throughout the country and the world, making friendships that go beyond any game. And you, the players, will define the world, creating cities and kingdoms, or tearing them down, or stealing important artifacts and being pursued by those to whom that artifact is important, or...
Q: What goals will players pursue in your game?
Well, that's relative and personal to each player. We plan on making adventuring, social and economic lifestyles all viable. I personally want to see baking get as much love in terms of design as battle wizardry.
Which leads us to...
Q: What character types (i.e. classes) will there be in the game?
By release, at least the following playstyles should be viable:
- warrior adventurer
- archer
- mage adventurer
- thief adventurer
- priest adventurer
- soldier (in actual player character wars)
- crafter, local best in his craft at item X (skill system rich enough to allow being best at a single item)
- adventurer/wartime support crafter (fixes items on the battlefield)
- newspaper publisher
- newspaper reporter
- prospector/miner
When you first begin play, we will lead you through one or more quests to give you an idea of what you can do in the game, and to help you figure out what you think is fun. As time goes on, your character can continue to follow whatever quests are given him, or go his own way and decide how he wants to go down in Magicosm history.