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Quest RPG

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Your greatest adventure begins here

Have you ever closed your eyes and wished for something extraordinary to happen? Perhaps to talk to animals, perform acrobatic feats, or travel through time and space? Quest is a magical place where anything is possible.

Who will you become?

155 pages, Hardcover

Published January 1, 2019

2 people are currently reading
26 people want to read

About the author

TC Sottek

3 books1 follower

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Displaying 1 - 8 of 8 reviews
Profile Image for Diz.
1,864 reviews138 followers
November 8, 2021
This is a great system for beginners. The rules of the game are quite easy to teach in a few minutes. The only complex part of the game is the class abilities, which players must choose from tiered lists of specific abilities. If you're worried about those confusing new players, the game does recommend a quick start set of abilities, so you could prepare the character sheets with these recommendations before the game begins. Also, the publisher provides a set of cards that would make the selection of class abilities easier. The cards are available for sale or if you buy the PDF, it comes with a file for the cards, which you can craft yourself.

The setting for the system is generic fantasy. In other words, there is no set world that this system takes place in, so you are free to create the world you want to play in. The art in the book is beautiful and could inspire some ideas for creating your own world.

Overall, I would probably play this with players who are new to tabletop RPGs. I imagine experienced players might want to play something a little meatier. However, if you like simple systems with a lot of freedom to create your own world, this would work for you.
Profile Image for Meagan.
152 reviews26 followers
July 8, 2020
I'm going to get a teeny bit personal here when I say Dungeons & Dragons culture has its problems.

RPG games, in theory, combine all of my favorite things. You get to hang out with your friends, build worlds, snacks are usually involved. However, my experiences in grade school playing RPGs were full of hyper-masculine energy and toxic jokes. My two (and only) attempts dissolved into a member spewing a fit that I could a) like playing while b) not crushing on them. The warm welcome would die soon after.

The tricky part is games like dnd are complex, and it's easy to be exclusive. However, I've talked with others who have experienced similar things, so I'm not completely alone here. Thankfully, I have a group of friends these days who are wonderful and want RPGs for all and my heart gets all warm and fuzzy thinking about it.

Recently, a friend of mine suggested our group start playing Quest. In turn I suggest it for anyone interested in RPGs.

It's magical, inclusive, and the book's artwork is gorgeous. The game's inclusive nature is multi-layered. Game play involves setting boundaries, asking for consent, and making sure everyone is having a good time. Character creation requires stating preferred pronouns and asks questions like "what is your Ranger's greatest dream?" Not only is this cool as hell, creating fleshed out characters from the get-go is just more fun in a group setting. Quest also takes out everything that makes games like dnd complicated to newcomers. You don't have to toil over stats. You only need one dice. Players are free to enjoy the game.

Quest is advertised as "the game for newcomers" and I guess that is true. However, I'd just as soon recommend it to people who want a refreshing take on an old game.
Profile Image for Petr.
437 reviews
March 13, 2020
Quest took me by surprise. It lured me in with its pleasant and interesting art and then it captured me with its content.

A true inclusive RPG for the 21st century that focuses on having fun. It presents a simplistic RPG system that focuses more on storytelling than on number crunching and it often encourages physicality (write scrolls) and creativity (e.g., come up with your own phrase for a spell or do a little charades game for other spells to see if they work). The spells' originality does not end just there, some of them deal for example with forgiveness and invite often complicated interpersonal interaction (not just hack and slash, while that is also possible). The book overall puts great emphasis on having fun in the game and takes also into account modern RPG elements as the stop card and discussions about boundaries for the story, thus making sure all the players enjoy the game.

The book definitely aims for a high fantasy setting with almost classical character classes (with the exception of naming the rogue a spy). It presents an omniverse a la the classical Planescape, but it does not provide any particular details and invites all kinds of stories. Almost all of the world-related content is inspirational but not at all binding prompts for character creation or the DM aka "Guide" world-building. I admit, it felt quite freeing to just see a bunch of creative ideas (e.g. the monsters in the supplemented pack) without too many details (as opposed to the meticulous and hard to read Numenera world descriptions).
Profile Image for Pádraic.
927 reviews
Read
November 30, 2024
A really neat bit of design. I like that there's only one die roll, with its mixed successes and failures. I like that there's no gold(!) and everything basically works on trade. I like the character classes and their various powers, solid archetype work with interesting twists, and it feels like you've got many options but not so many as to be overwhelming.

Some of the humour or cosy whimsical tone is at odds with my personal taste, but that's inevitable. Sort of bridges the gap between regular D&D and Wanderhome, if that makes sense. Honestly this is the game that all the actual play folks ought to be using instead of 5th ed. Dunno if I'll use it whole cloth myself, but I will come back to it for components or design inspo certainly.
Profile Image for Mathew Walls.
398 reviews16 followers
March 26, 2021
I like the simplicity and adaptability, but I feel like maybe it's trying to be too broad. The combat mechanics, for example, are quite minimal, but not so minimal as to say to the potential player that this game isn't about combat. The abilities are quite specific, but not very detailed. I think it would be a good RPG for first-timers or children, but in either case you'd soon want to move beyond it and play something with a bit more direction.
Profile Image for Joseph Riina.
58 reviews1 follower
September 25, 2023
Seems like a great way to get beginners into ttrpgs. It's got the elements of a typical D&D style game, but not presented in a way that assumes you've played video games or war games before. It's very simple, and I'm not sure I'd like to use it beyond introducing people to games for a few sessions, but for that purpose it seems perfect
3 reviews1 follower
January 13, 2022
I guess I'll have to play to give it a proper review, but otherwise - I really love it. Will use to lure in new players to the wonders of tabletop RPG.
Profile Image for Erik Levin.
58 reviews2 followers
November 18, 2022
[Read]

Don't be fooled by "Dice (Primarily d20)", this game sheds all D&D baggage to focus fully on ease of play, inclusivity, storytelling, and fun. There are no races, no ability scores, no skill lists, no levels, no square counting, no gold pieces, and no maths. Just your characters, their challenge, and what things each character can do about it that nobody else can.

The only thing that differentiates characters mechanically are which special abilities they have, and almost none of those are things like "you deal 1 extra damage". Instead, they open up additional ways to move the story forwards. They can create new ways to solve challenges, reveal secrets or clues, introduce NPCs, scenes, and so on. Abilities that make you go "ooh, I wonder what I could do with this". Most of the magic items are similarly evocative of possibilities.

A pleasant read, and a very promising game that I'd like to try out.
Displaying 1 - 8 of 8 reviews

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