Yeah, the mages were supposed to be borderline incompetent and thus vague, but that just meant you didn't know, care, or have any way of finding out anything about anything. The end result was sort of a halfhearted railroad.
Anyway, if I was to restart/start over with this it'd be a completely different game, not just "this but different setting." Porting over characters might not be out of the question, I guess, though I'm not sure how I'd do that fluffwise.
Not familiar with Medieval. What I had intended was vaguely Skyrim-ish, in that there's a map with several cities/baronies/kingdoms/etc, maybe some smaller towns, probably specific biomes/regions, and then a lot of assumed stuff you can find in the wilderness. Then there'd be several major, obvious questlines (demons invading, civil war, dire prophecy), factions and forces to interact with (Cult of X, City of Y, Mercenary Company Z), and a lot of assumed interactions and opportunities and such (a trading city probably has need of caravan guards, a city likely gets waylayable food shipments from someplace, rival cities would probably love to interfere with each other). I was even thinking of using that Invent-A-Region idea that seemed so popular in my very short-lived Tainted Power RTD.
Ideally, the end result would be something open-ended but coherent, in that players could just follow along a quest or something until they noticed an opportunity they liked better.
Of course, there's also the issue of being distracted by other ideas. I do like mage RTDs, but there's other things I've been considering as well.