Karnak - Open World Sci-Fantasy WIP

Didn't know where else to post this, but some of y'all might get a kick out of it.

Karnak is...and experiment, I guess. I was trying to make an open world adventure thing, and in a lot of ways it actually kind of works (and in a lot of other ways it doesn't).
You play one of four different ne'er-do-wells who are drafted as "heroes" after a barbaric warlord has the royal family killed and holds planet Karnak and the rest of the Khepri System hostage. Your goal is simple: break into the warlord's home and kill him.
Pulling it off? Not so simple. The warlord is a supreme badass and will kill you if he so much as sneezes on you. So you run around this tiny desert planet questing for the locals in order to build your glory level high enough to match the bad guy. Any enemy you encounter you can evade or even barter with to avoid a fight.


There are a few mechanics I'm fond of, but may be part of what doesn't work with this system.
One is the magic system. Casting a spell is a process: rather than exhausting the spell to instantly shoot a fireball, you have to collect components and fetishes, and perform sacrifices to get the tribute needed to activate the spell (which usually results in a big reward). Every item you find in the game can double as a spell component, so in theory you have no shortage of stuff to use in spells...provided you have the right combination of components.
The other mechanic is the questing system. You usually get quests from people in cities and towns, and they can range from "go fetch this item and bring it to City X by the end of the week" to "take a drunken demoness on a tour of all the world's temples" to "find a suitable groom for my crazy daughter or you'll have to marry her instead!" What makes this interesting is the Neighbor characters, which are like enemies that aren't hostile toward you: they start at random places each game, and each one is unique and connected to specific quests. So one hero might be escorting a pretty gal to a spaceport to escape the bad guys, while another is out to kill her to avenge someone she wronged, bringing the heroes into conflict with one-another.
Also the time system. Each round is a day, and heroes spend up to 12 hours to perform actions one or two hours at a time. Finding the sweet spot for how long the calendar should be has been a real task, since it appears every test session has ended at the two week mark--1/4 of the board's calendar spaces. I'm half tempted to just have the calendar be used to keep track of time related to quests, and not an endgame scenario where everyone loses.
Oh, yeah, that marriage scenario I mentioned earlier? You can totally get married and take your wife on your adventures. You even get a house and a dowry for it.

Heroes can work together, but there is incentive to be the one who kills the bad guy: he becomes the Hero of Karnak, and decides the fates of the other three losers.
Ultimately I'd like to pare this down into something smaller and easier to jump into, cos this game definitely has a learning curve. But once you know how everything works, it can be pretty fun....I think...Haven't had anyone test it with me yet.

Karnak is...and experiment, I guess. I was trying to make an open world adventure thing, and in a lot of ways it actually kind of works (and in a lot of other ways it doesn't).
You play one of four different ne'er-do-wells who are drafted as "heroes" after a barbaric warlord has the royal family killed and holds planet Karnak and the rest of the Khepri System hostage. Your goal is simple: break into the warlord's home and kill him.
Pulling it off? Not so simple. The warlord is a supreme badass and will kill you if he so much as sneezes on you. So you run around this tiny desert planet questing for the locals in order to build your glory level high enough to match the bad guy. Any enemy you encounter you can evade or even barter with to avoid a fight.


There are a few mechanics I'm fond of, but may be part of what doesn't work with this system.
One is the magic system. Casting a spell is a process: rather than exhausting the spell to instantly shoot a fireball, you have to collect components and fetishes, and perform sacrifices to get the tribute needed to activate the spell (which usually results in a big reward). Every item you find in the game can double as a spell component, so in theory you have no shortage of stuff to use in spells...provided you have the right combination of components.
The other mechanic is the questing system. You usually get quests from people in cities and towns, and they can range from "go fetch this item and bring it to City X by the end of the week" to "take a drunken demoness on a tour of all the world's temples" to "find a suitable groom for my crazy daughter or you'll have to marry her instead!" What makes this interesting is the Neighbor characters, which are like enemies that aren't hostile toward you: they start at random places each game, and each one is unique and connected to specific quests. So one hero might be escorting a pretty gal to a spaceport to escape the bad guys, while another is out to kill her to avenge someone she wronged, bringing the heroes into conflict with one-another.
Also the time system. Each round is a day, and heroes spend up to 12 hours to perform actions one or two hours at a time. Finding the sweet spot for how long the calendar should be has been a real task, since it appears every test session has ended at the two week mark--1/4 of the board's calendar spaces. I'm half tempted to just have the calendar be used to keep track of time related to quests, and not an endgame scenario where everyone loses.
Oh, yeah, that marriage scenario I mentioned earlier? You can totally get married and take your wife on your adventures. You even get a house and a dowry for it.

Heroes can work together, but there is incentive to be the one who kills the bad guy: he becomes the Hero of Karnak, and decides the fates of the other three losers.
Ultimately I'd like to pare this down into something smaller and easier to jump into, cos this game definitely has a learning curve. But once you know how everything works, it can be pretty fun....I think...Haven't had anyone test it with me yet.