Ich wrote:Thanks for your response; point taken. So then, will there be one magic system or several options to choose from and/or mix and match?
We'll be using a unified "Sorcery" system that provides the basic rules for magic the way the Combat system provides basic rules for conflict. We'll then be presenting subsystems (referred to as "Lores") that use those rules to present a style of magic. A very low-powered talismanic magic, for instance, will come with the Chronicle of Sorcery PDF to start with, and we've got plans for releasing other Lores of varying power, from subtle Wortcunning (herbal magics) to more terrifying and overt Blood Sorcery (magics involving sacrifice and the use of human vitality to power them). More on specifics later, of course.
Ich wrote:Setting-wise, fantastic historical settings such as Mythic Greece and Ancient Egypt seem ripe for this game. Any plans or thoughts to explore those or similar settings?
Not currently, no. Which isn't to say we won't draw as inspiration from those settings for our Chronicle system material we do release, of course, just that we have no plans to present a cogent setting or system that uses them.
Ich wrote:When I first read the ASIFRP rules, I thought it would make a great system for running a game set in the Dune universe. While I expect GR won't be acquiring any such licensing, will futuristic fantasy or sci-fi settings be getting any developer love?
I'm in agreement with you, and am a huge Dune fan myself, truth be known. We don't have anything quite like that planned at the moment, although it might make for a good place to expand through once we get rolling with the Chronicle System releases.
Thanks for the feedback!