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(KS) Quest RPG

Quest is a fantasy RPG set in the aftermath of a centuries old war, between the Viahem and the Mesohem, that has left the world broken. However, as one war ends another begins as alien invaders, who have been watching and waiting for the war to finish, invade so they can 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.

And then there's the adventures. I've been running games for more than thirty years, and the games that work best are the ones where there's more to do that just hit things around a maze. In the playtesting of this, we came up with several different scenarios, some of which are in the stretch goals, all of which involve more than just hitting things, from the discovery of the secrets that shaped the world, to the search for the ages before and the technologies that were lost, the forgotten from the world war that all the characters survived.


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.



A Quest on the edge of extinction in a war between worlds by John Dodd is live until Sunday 11th March 2018.
 

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