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.
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.
The layout on the book isn't finished yet, but it's likely to be between 170 and 200 pages at A4 size.
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.
I've written several RPG books for the SLA industries line and worked with a number of different companies over the years, including Cubicle 7 and Modiphius, most recently completing the first installment of the living campaign for Achtung! Cthulhu.
Most know me as the guy who runs the big conventions in England, from UK Games Expo to Dragonmeet. Before I ran conventions, I ran games, and I wrote games. Quest has been something that I've been writing, long hand and short, for more than a decade. As people always do, I thought I had all the time in the world to get it done. It was always going to be next year, I was going to devote the time to it to get it out and show the world what I'd been doing.
But I never got to the stage where I was happy with it, because I like to help people, and I'm good at doing that, so I was organising conventions, and writing things for other people to help them, and then the conventions got larger, and there were more of them, and when I stopped to look, I was running both of the massive conventions in England, as well as organising the living campaigns for Modiphius and holding down several writing jobs at the same time. Quest has been all but finished for more than three years, but because I was so busy helping others, I forgot about the things I should have been doing for myself.
I have an artist lined up to do the cover, the redoubtable Simon Todd, the editing is ongoing, and the layout shouldn't take more than two weeks. I have an artist lined up for the extra artwork that I'm looking to put in the book, the talented Rodrigo Vega, and both of these artists are well known for their delivery to schedule, so I'm expecting to have the book ready for printing by the end of March, which in turn will give us enough time to have the print copies ready for UK Games Expo when we reach that goal.
One last thing, a huge thanks to Ross Bugden for the epic music used on the trailer, find him at https://www.instagram.com/rossbugden/
The goal for this Kickstarter is £1000, that gets us the cover and interior artwork, layout, and clears any fees for Kickstarter. But I've spent years putting this world together, and I don't want to share just the basics of it.
All reward levels will receive the PDF stretch goals that we achieve.
Stretch Goal One - Additional Artwork - £2000 - Smashed
More artwork, More creatures, more worldscapes, more shiny...
Stretch Goal Two - A Dark Place, Miles from Life - £3000
At £3000, we'll unlock the PDF adventure "A Dark Place, Miles from Life". Adventurers from the Explorators guild have uncovered something beneath the surface of the island of Nyration, but find themselves unable to return to the surface and used the last of their equipment to get one of them out into the world. A team of adventurers must venture to the heart of Nyration, where the secrets of the insanity that sunk the island below the waves will be revealed, and the world will be changed forever.
Stretch Goal Three - A Million Hungry Strands - £4000
At £4000, we unlock the PDF adventure "A Million Hungry Strands"
Several trade caravans have gone missing on the route between Lacku and the Plainsblood Mines, all of them in the area beyond the mountains known as the Reapers Veldt. A single survivor returns with news of something preying on the caravans therein, of a group of survivors who remain upon the veldt who desperately need assistance, and of the previously unknown tribe of people who make their home on the Veldt, who are unaffected by it.
Stretch Goal Four - Soft cover print copies - £5000
At £5000, we'll have cleared the threshold for getting Quest sent to a professional printing house. We've already spoken to the printers who carry out all the printing for Modiphius, and they have the availability to have the prints carried out and with us for the release date. If this goal is passed, print copies will be delivered through Modiphius and Gamesquest rather than through DrivethruRPG. Shipping will still be calculated after the campaign.
If this Stretch Goal is achieved, all those backing at First Contact level will have their pledge upgraded to a softcover print copy at no additional charge. This print copy can be collected from UK Games Expo, or the backer may pay the shipping charge to have the copy sent directly to them, shipping will be calculated after the campaign has finished.
Stretch Goal Five - Seven Heads, One Heart - £7777
At £7777, we'll unlock the PDF adventure "Seven Heads, One Heart".
The Ethereal creature that polices the walls of the prison city of Hydra is failing. For the first time in centuries, there has been an escape from within the walls and the order of Revelations fear that something has happened to the Seven Paladins whose souls make up the power behind the Hydra. The Adventurers must journey into the Penitent Cathedral, into the Heart of Darkness, there to find what has happened, and make it right again.
Stretch Goal Six - The Tyrannous Stars - First Wave - £10000
If we reach £10000, all backers will receive the PDF copy of the cinematic campaign, The Tyrannous Stars. This campaign details the first encounters with the invaders to the battle outside the Tasen Forge in Balion where the balance of power stood on a needlepoint. Unlike the previous adventures which span a single gaming session, this campaign has a few months play for any group playing weekly, and will form the basis for the living campaign of Quest going forwards.
Stretch Goal Five - Hardcover Print copies - £15000
At £15000, we'll have unlocked Hardcover printing, and all print copies will be upgraded to Hardcover for no additional charge. Shipping will still be calculated after the campaign.
Risks and challenges
Risks - While unforeseen problems may always arise, everything possible has been done to minimise any risk in this project. The text is complete, the artwork is ready, all that is required is layout and a cover.
Challenges - We might not fund, and then things would be more difficult, but that's about it...Learn about accountability on Kickstarter
- (28 days)