Quest, softback roleplaying game


Quest, softback roleplaying game, by John Dodd

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Quest, softback roleplaying game, by John Dodd

“What if an army from another world attacked a planet where magic not only existed, but was central to their way of life…? Where the invaders were met not with Ironclads and Maxim guns but Lightning Bolts and Magical Weapons.

Quest is a fantasy roleplaying game where the characters are survivors of a war that lasted for centuries, only to find that others, watching from beyond their world, have been waiting for the war to finish, so they could finish off a weakened and demoralised people. But those who were left were not the ragged remnants of once proud civilisations, they were the chosen of Alenis, Goddess of the Viahem, and they would not yield their hard won lands to the invaders.

Quest is easy to learn, designed to get the game going without having to spend several hours learning how to play. Character creation can be done within five minutes if players have an idea of what they want to do, and there are no limitations to what a character can do. No character classes, no alignments, a character is the sum total of what they can do, of where they came from.

Of who they are.

Magic is not limited by the lists that we put together when playtesting, but made free for all to build in the way they always imagined. Spells are built using individual components, you can make a fireball if you want, but say you wanted to make a fireball that could travel more than a mile, or one that burned for an hour when it went off? It’s all there if you want to do it.

Much of the known world was lost in the world war that came before the days of the invaders. Only now are adventurers venturing forth to discover what was lost in the wars.


What’s included in the Main Rule book?

An overview of the world, every continent and major city that the characters could come from. This lets the characters make informed decisions on where they wanted to come from, what life they wanted to lead before they became adventurers. What they’re likely to want, now that they are adventurers.

The catalogue of creatures that roam the world, presented as they are seen in the wild. I took a different approach to the presentation of monsters, considering that if you found something truly dangerous out in the wild, you wouldn’t just sit there with a sketchbook, trying to get all the detail, you’d sketch it from a safe location, or you’d sketch it from what you remembered. Creatures come in several different classifications, the harmless ones are drawn in detail, the dangerous ones may just contain some errors where the person drawing them was a little too nervous to get the detail right.

All the rules you need to take your character from apprentice to master, explained clearly and concisely. A magic system that allows you to craft spells the way you want them, rather than having to choose from things made by other people’s imagination. A list of all the equipment and weapons that a character could want, from the mundane to the unique.

A rich and diverse campaign world, with a backstory reaching back through all the different ages that came before it, though none so dangerous as the one the characters are now coming to. The world has been through many ages, and the characters are now living what might be the last age of the Viahem.

Quest is a D6 based system unlike any that have gone before it. The single roll made on the dice encompasses both whether or not the action succeeds or fails, but also determines how much the character learns from the action. It makes it possible to defeat an enemy with a single superb roll (usually when they botch at the same time), but not learn much from the encounter, or have a series of close fought rolls between equally matched opponents, it will take longer to get through the encounter, but the winner will have learned so much more from it.

The Character sheet was designed to make interplay around the table much easier for beginning players, the visual nature of it allows players to see at a glance what the others around the table are good at, and the feedback from numerous conventions shaped the design from the original circular format to the present half circle.

The system is fast, opposed rolls for static difficulties, skill against skill when the characters are up against the living. The one roll not only determines how much the character succeeds by, but how much they learn from the attempt, and if in combat, how much damage the successful roll deals. All of these things change, roll to roll, but the system has been through dozens of changes, with people who understand math far better than me making the changes to the structure of how the rolls work.”

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