QuestWorlds is coming—who else is hyped?

I love and share your enthusiasm, @Horacio. And with the ORC licensing, I can go ahead and commit to using it without worrying that stuff I want will have to drop out of sight the way Nameless Streets and Book of Glorious Joy had to.

@Wolfpack48 , agreed on all of those. QuestWorlds is fun to use in a way very few RPGs are for me.

I need to try the combo of QW for rules and Ironsworn/Starforged oracles for descriptions and complications in solo play.
 

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I love and share your enthusiasm, @Horacio. And with the ORC licensing, I can go ahead and commit to using it without worrying that stuff I want will have to drop out of sight the way Nameless Streets and Book of Glorious Joy had to.

@Wolfpack48 , agreed on all of those. QuestWorlds is fun to use in a way very few RPGs are for me.

I need to try the combo of QW for rules and Ironsworn/Starforged oracles for descriptions and complications in solo play.
Nameless Streets is a great book. Still have that on my shelf next to HQ2.
 

Thinking about possible future anime-related genre packs for QW. Titles might include:

Mecha Frontier CRISIS - Be a reluctant mecha pilot in a doomed military unit during the end of days!​
I Reincarnated in an Isekai World and Nobody Understands my Overpowered Ability CRISIS! - Having been run over by a truck, you wake up in an off-kilter fantasy world, but with one quirk that makes you completely OP!​
 


When I've talked to Ian C about genre packs he's suggested that the first thing he wants to do is get out a number of 'official' genre packs, and also encourage indies to produce their own. In that regard I spoke to Michael O'Brien back in November and he talked about a community content program on DTRPG to try and showcase a lot of the indie stuff. (Though I haven't heard anything on this since.)

At some point, when we have some experience under our belts, he'll organise a big conversation between creators that will then feed into the Quests & Worlds book.
 
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Pacific Rim would work really well in a QuestWorlds system.
Just about anything that’s a story works great. That’s what Robin Laws was shooting for with HQ2 and QuestWorlds continues what he started. That’s why I was bummed to learn some of the more explicitly story-based mechanics were removed. But it would be easy enough to bring them back.
 


Hamlet’s Hit Points always felt like one of those Hollywood writing guides. "Success will follow if you adopt these rules of thumb!" As if all stories have ever conformed to rules. Not everything requires a three-act structure.

As a guide for GMs, Hamlet’s Hit Points not for me, but perhaps others will find something helpful in it. Trying to systemise it and crystallise it in the form of game mechanics always felt like a step too far. It's like adding training wheels. Which is why I was grateful that in QuestWorlds they have a few pages of GM advice on story structure, rising action, etc. without trying to make mechanics for it.
 

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