Saturday, August 21, 2021

RPG a Day #21 Simplicity

 

I’m going to try and take part in the #RPGaDay writing prompts for 2021. The idea is there’s a prompt every day that asks you to write about something in RPG’s you really like. There are a couple of alternate prompts offered but I’m going to try and do the main one every day. If you want to try it yourself, you can head here for the calendar for this year.



For simplicity I’d like to talk about an amazing game for beginner players, Quest. If you haven’t checked Quest out I recommend giving it a look. It is a setting neutral system that gives you and your player’s lots of freedom for character/world creation with a set of easy to use rules for playing the game.

Quest uses a single D20 for all of its rolls. Everything is handled with that one dice. Success is decided on a basic scale with 20 is a Triumph or critical success, 11-19 is a success, 6-10 is a success with a cost, 2-5 is a failure, and 1 is a catastrophe or fumble. For the most part, players will succeed at their actions with the possibility of having to choose between two setbacks with a roll of 6-10. I like this because succeeding is fun and even the setbacks are just excuses to have something interesting happen.

I know that some people will balk at this type of system, but I like it because it lets the players and the Guide focus on the game without forcing in unnecessary failure. You can fail, and even in that you don’t just miss your attack, something happens. You will miss with your attack, but you’ll also do something in conjunction with that, maybe you drop your sword, overextend your attack and are now in a bad spot, or your attack went wide and shattered the 18th century vase that the king was particularly fond of. Who can say?

Character creation is easy. You have a worksheet with a couple of questions on it and use those to figure out what type of character you’re playing. Most of the questions are character based. They help you fill out your characters hopes, dreams, and appearance. Some of the questions are mechanical, like what class you’re playing or the equipment you’re carrying.

As a quick tip, weapons in this game follow anime rules. You want a sword, sure that’s an option, but you can also go into battle with an umbrella, yo-yo, or fishing rod. Weapons in this game fall into categories of light, heavy, ranged etc. The category of your weapon will affect how much damage it does and other rules that go with it. For example, swords, hammers, and such do 2 points of damage.

World building is handled much the same way. There’s a worksheet that gives you a series of questions to answer. These help you define the threat to the world, starting location for the adventurers, and the general feelings of the populace. This gives starting guides a great introduction to world building. Plus once you’re done with either the character or world sheet you have an introductory paragraph to use when describing that thing.

Here’s an example of a setting I designed using this method.

Your story begins in one of the magical worlds that make up the Planar Roads. From the endless caves of Selinia to the floating cities of Gato, you’ll find a darkness has been sapping the will of the people. In this world, magic is quickly fading, danger is becoming more and more common, and daily life has become hard and unforgiving. It’s a lot like a cross between Hogwarts, Kingdom Hearts, and Pirate 101. People here are hopeful that the darkness will recede, but despair and fear become more entrenched every day.

Your acceptance letter for the Lady Primrose School of Etiquette for the Modern Itinerant Daredevils; a School for Gifted Youth with a Tendency towards Adventure has arrived by messenger hare. Hoping to rekindle the spirit of adventure a new headmaster has reopened the school and you are to be one of the students from its inaugural class. With any luck, you may be the ones to help save the Planar Roads and the countless worlds that call it home.

 

Both of the worksheets I’ve mentioned are available on the Quest RPG website. I’ve used them for other games as a great starting point for setting up a character or setting.

I’ve described the rules and creation mechanics and it sounds like a great game for beginners. How does it work for experienced players? Every seasoned player I’ve run through a game has enjoyed it. It took a little bit to get used to the freedom the system offers you. I still have a hard time coming up with setbacks for a 6-10 roll and the players are usually uncertain what to do when the game starts but once they get their footing everything moves forward pretty well. I don’t see us ever running a year’s long campaign of Quest, but it is fun for a couple of evenings.

One last thing on this game because I think it’s a wonderful touch. The rulebook is one of the most charming reads I’ve ever had. I’m not entirely certain how they did it. Reading this book was a pleasant experience. The best way I can put it is this. One the last page of the book it thanks me for reading the rules. I’ve seen this before and since then. This is the only time I actually believed the book meant it.

Those are my thoughts on Quest, if you can give it a look it’s worth the time.

I’ll see you all tomorrow for substitute.

Until then. Stay safe and be well.


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