So when I decided to write an article about alchemy I knew exactly what I wanted to do. One thing I wanted to try and do was create a flexible system where the GM could design his own potions and by and large have an universal means to create new elixirs. That failed utterly and I had to discard the system I'd written entirely. Instead I decided that if I couldn't make new potions from scratch I'd do the next best thing and make it so the existing ones could be "hacked." I think I more or less succeeded there.
Total writing time was a whopping 174 hours, total editing time was 302 hours, and total revision time was a mere 40 hours. A lot of that time was spent hand-wringing and rewriting, something I've since learned NOT to do - at least if I want something that can be submitted. This article was also the one where I learned that maybe I should keep excised parts...but only after it had been submitted. A lot of the ideas I had for crafting new elixirs eventually made there way into my article "Bottled Magic."
Some things that I didn't cover, but wanted to:
- A potion crafting system that would allow new GMs to create elixirs for their campaign.
- Rules for "internalist alchemists" - characters who could absorb elixirs to use till later.
- A template for "magicologists" - characters who are essentially mage-chemists.
- New spells: "essential elixir" and "duplicate elixir" among them.