So. We
know that the magic system in
Forbidden Lands doesn't work the in way you are used to from other games. But that doesn't mean its broken - it's a result of very conscious design decisions. This doesn't mean it's perfect in every detail - feedback is welcome - but, again - we would ask you to actually try the system out before discarding it.
I don't think 'broken' is the word I would use. I completely agree with the effect that you want to achieve - a limited supply of WP that builds up during the course of a session and that makes magic and other powerful talents features of climactic encounters. Based on the few playtest reports that I've seen on here, it sounds like it's generating the sort of flow of points that you had in mind, so in that sense, it's clearly not broken.
My concern comes from the rationale behind linking WP and Misery and the need to sustain harm before you can power your talents - as I said in my earlier post, in my opinion, exhausting yourself to cast a spell makes sense, exhausting yourself through mundane activities in order to generate the power to cast a spell doesn't - I just find that mechanism too contrived.
If WP were generated for something positive that would make more sense to me - maybe decouple it from the banes / misery outcome and just give one (and only one) WP for pushing a roll (maybe even require at least n successes), so the WP come from inspiration /exerting yourself, but there is still the element of risk to stop people abusing the system and pushing every roll. Alternatively, you could have talents / spells cost attribute points directly, but there's no mechanism to increase attributes - so that might be too limiting.
TLDR? - I don't think the model is wrong, but I do think it isn't modelling the right system.