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The Quest
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<blockquote data-quote="Jack7" data-source="post: 5679417" data-attributes="member: 54707"><p><span style="font-family: 'Verdana'">In my opinion the elements listed below qualify as some of the components of what constitute a Great Quest. Not all are necessary for any one adventure (or to be more accurate series of adventures) to become a Quest, but most of these elements are common to Great Quests.</span></p><p> <span style="font-family: 'Verdana'"> </span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span></p><p> <span style="font-family: 'Verdana'"> </span></p><p><span style="font-family: 'Verdana'"></span><p style="text-align: center"><span style="font-family: 'Georgia'"><span style="color: Blue"><span style="font-size: 12px"><strong>ELEMENTS OF A GREAT QUEST</strong></span></span></span><span style="color: Blue"></span></p> <p style="text-align: center"><span style="color: Blue"></span> </p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span></p><p> <span style="font-family: 'Verdana'">1. The object or objective of the Quest <em>must be of highly personal significance to those undertaking the Quest.</em> If not it is simply a search, and not a Quest.</span></p><p> </p><p> <span style="font-family: 'Verdana'">2. <span style="color: Red"><em><strong>The Quest must be perilous</strong></em></span>. Usually people think of peril as being mere physical peril, and physical peril is often an important sub-component of the overall <strong>Peril</strong>, but the peril can and often should be mental, psychological, spiritual, and even cultural or societal. </span></p><p> </p><p> <span style="font-family: 'Verdana'">3. There should be a highly important spiritual or religious or metaphysical, or sometimes all three, aspect to the Quest.</span></p><p> </p><p> <span style="font-family: 'Verdana'">4. The Quest should be impossible to complete successfully unless it is undertaken by the proper "Questors," but the Quest should be of much greater overall significance than the identity or personal value of the individual Questor(s).</span></p><p> </p><p> <span style="font-family: 'Verdana'">5. The Quest often chooses the Questor(s) rather than the other way around. (Although anyone willing may at least attempt the Quest.)</span></p><p> </p><p> <span style="font-family: 'Verdana'">6. There should be a series of strenuous and exhausting challenges which either disqualify certain Questors as being improper or unfit for the Quest, or which verify that the Questor is qualified to proceed deeper into the Quest.</span></p><p> </p><p> <span style="font-family: 'Verdana'">7. Quests often involves Mazes or Complexes which are extremely difficult to traverse or complete.</span></p><p> </p><p> <span style="font-family: 'Verdana'">8. Quests often involve difficult to solve Riddles, which are multi-layered and may have more than one interpretive meaning or answer.</span></p><p> </p><p> <span style="font-family: 'Verdana'">9. The objective of the Quest should be an extremely rare or <em>ultimately entirely unique</em> object, device, relic, artefact, event, occurrence, or person.</span></p><p> </p><p> <span style="font-family: 'Verdana'">10. <strong><span style="color: DarkRed">A Quest should be costly, and often in many different ways</span></strong>. Quests are often both Heroic, and Romantic.</span></p><p> </p><p> <span style="font-family: 'Verdana'">11. In addition to being perilous and dangerous a Quest must also be extremely difficult to complete successfully. If not Quests would be easy and any and everyone would undertake them, and any and everyone would survive them.</span></p><p> </p><p> <span style="font-family: 'Verdana'">12. <em>Not everyone will survive the Quest</em>, <u>even those who come close to completing it</u>. <strong>Sometimes it will even cost the life of those who do successfully complete it</strong>. Those who do survive often suffer some type of difficult to recover from, or grievous and life-long, injury or illness.</span></p><p> </p><p> <span style="font-family: 'Verdana'">13. A Quest will sometimes have a "false conclusion." That is to say it will seem to have been successfully concluded by a particular Questor or group of Questors, but in fact it will not have yet been successfully concluded.</span></p><p> </p><p> <span style="font-family: 'Verdana'">14. Secrets and mysteries surround the Quest.</span></p><p> </p><p> <span style="font-family: 'Verdana'">15. Quests may go on for a very long period of time, sometimes even for centuries or millennia (certainly they may go on for most of a single lifetime) before being successfully concluded, and may have killed numerous Questors before finally being successfully resolved. Few Quests are resolved quickly, and none are resolved without great effort.</span></p><p> </p><p> <span style="font-family: 'Verdana'">16. Powerful (and often otherworldly) creatures, monsters, characters, and beings will be encountered and will surround various stages of the Quest.</span></p><p> </p><p> <span style="font-family: 'Verdana'">17. A very dangerous and potentially lethal creature, monster, character, and/or being will guard the final objective of the Quest.</span></p><p> </p><p> <span style="font-family: 'Verdana'">18. To successfully complete the Quest the Questor must pass a final test that is very often posed by the Ultimate Objective or Object of the Quest itself, and often this objective or object may itself be extremely dangerous, even potentially lethal. </span></p><p> </p><p> <span style="font-family: 'Verdana'">19. <span style="color: Lime">Quests are almost never about personal Ego and aggrandizement, but rather usually instill in the Questor both a sense of real humility and an appreciation of their own (and a universal) Heroic and selfless nature</span>. (This is a point almost entirely lost on most modern men and on modern society, and one reason why real Quests are so rare in modern sensibilities.)</span></p><p> </p><p> <span style="font-family: 'Verdana'">20. By the end of the Quest the survivor and/or the conqueror of the Quest is a very different and very changed Man or Woman, especially psychologically and spiritually, and sometimes mentally and physically as well. </span></p></blockquote><p></p>
[QUOTE="Jack7, post: 5679417, member: 54707"] [FONT=Verdana]In my opinion the elements listed below qualify as some of the components of what constitute a Great Quest. Not all are necessary for any one adventure (or to be more accurate series of adventures) to become a Quest, but most of these elements are common to Great Quests.[/FONT] [FONT=Verdana] [/FONT] [FONT=Verdana] [/FONT][CENTER][FONT=Georgia][COLOR=Blue][SIZE=3][B]ELEMENTS OF A GREAT QUEST[/B][/SIZE][/COLOR][/FONT][COLOR=Blue] [/COLOR] [/CENTER] [FONT=Verdana] [/FONT] [FONT=Verdana]1. The object or objective of the Quest [I]must be of highly personal significance to those undertaking the Quest.[/I] If not it is simply a search, and not a Quest.[/FONT] [FONT=Verdana]2. [COLOR=Red][I][B]The Quest must be perilous[/B][/I][/COLOR]. Usually people think of peril as being mere physical peril, and physical peril is often an important sub-component of the overall [B]Peril[/B], but the peril can and often should be mental, psychological, spiritual, and even cultural or societal. [/FONT] [FONT=Verdana]3. There should be a highly important spiritual or religious or metaphysical, or sometimes all three, aspect to the Quest.[/FONT] [FONT=Verdana]4. The Quest should be impossible to complete successfully unless it is undertaken by the proper "Questors," but the Quest should be of much greater overall significance than the identity or personal value of the individual Questor(s).[/FONT] [FONT=Verdana]5. The Quest often chooses the Questor(s) rather than the other way around. (Although anyone willing may at least attempt the Quest.)[/FONT] [FONT=Verdana]6. There should be a series of strenuous and exhausting challenges which either disqualify certain Questors as being improper or unfit for the Quest, or which verify that the Questor is qualified to proceed deeper into the Quest.[/FONT] [FONT=Verdana]7. Quests often involves Mazes or Complexes which are extremely difficult to traverse or complete.[/FONT] [FONT=Verdana]8. Quests often involve difficult to solve Riddles, which are multi-layered and may have more than one interpretive meaning or answer.[/FONT] [FONT=Verdana]9. The objective of the Quest should be an extremely rare or [I]ultimately entirely unique[/I] object, device, relic, artefact, event, occurrence, or person.[/FONT] [FONT=Verdana]10. [B][COLOR=DarkRed]A Quest should be costly, and often in many different ways[/COLOR][/B]. Quests are often both Heroic, and Romantic.[/FONT] [FONT=Verdana]11. In addition to being perilous and dangerous a Quest must also be extremely difficult to complete successfully. If not Quests would be easy and any and everyone would undertake them, and any and everyone would survive them.[/FONT] [FONT=Verdana]12. [I]Not everyone will survive the Quest[/I], [U]even those who come close to completing it[/U]. [B]Sometimes it will even cost the life of those who do successfully complete it[/B]. Those who do survive often suffer some type of difficult to recover from, or grievous and life-long, injury or illness.[/FONT] [FONT=Verdana]13. A Quest will sometimes have a "false conclusion." That is to say it will seem to have been successfully concluded by a particular Questor or group of Questors, but in fact it will not have yet been successfully concluded.[/FONT] [FONT=Verdana]14. Secrets and mysteries surround the Quest.[/FONT] [FONT=Verdana]15. Quests may go on for a very long period of time, sometimes even for centuries or millennia (certainly they may go on for most of a single lifetime) before being successfully concluded, and may have killed numerous Questors before finally being successfully resolved. Few Quests are resolved quickly, and none are resolved without great effort.[/FONT] [FONT=Verdana]16. Powerful (and often otherworldly) creatures, monsters, characters, and beings will be encountered and will surround various stages of the Quest.[/FONT] [FONT=Verdana]17. A very dangerous and potentially lethal creature, monster, character, and/or being will guard the final objective of the Quest.[/FONT] [FONT=Verdana]18. To successfully complete the Quest the Questor must pass a final test that is very often posed by the Ultimate Objective or Object of the Quest itself, and often this objective or object may itself be extremely dangerous, even potentially lethal. [/FONT] [FONT=Verdana]19. [COLOR=Lime]Quests are almost never about personal Ego and aggrandizement, but rather usually instill in the Questor both a sense of real humility and an appreciation of their own (and a universal) Heroic and selfless nature[/COLOR]. (This is a point almost entirely lost on most modern men and on modern society, and one reason why real Quests are so rare in modern sensibilities.)[/FONT] [FONT=Verdana]20. By the end of the Quest the survivor and/or the conqueror of the Quest is a very different and very changed Man or Woman, especially psychologically and spiritually, and sometimes mentally and physically as well. [/FONT] [/QUOTE]
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