Want a Game Simple Enough for Children, Yet Complex Enough for Epic Adventures. Meet Quest RPG!

So Many Games, So Little Time

Let me begin by extending an invitation: the entire core rulebook for this game is available as a free PDF download. Don't worry, I'll provide the link at the end of this post, so be sure to scroll down. Now, in the vast realm of tabletop roleplaying games, where new offerings continue to emerge at a rapid pace, it can be easy to feel overwhelmed by the sheer abundance of choices.

I'll be the first to admit, I'm an unapologetic addict. In the last couple of months alone, I've pledged my support to at least three Kickstarter or Kickstarter-adjacent ttrpg projects. This obsession shows no signs of abating, as I find myself drawn to the allure of exploring different rulesets, immersing myself in intricate canons, and delving into the intricacies of each game's mechanics.

Amidst this ever-expanding landscape, some games stand out for their expansive nature, offering intricate worlds and complex systems to navigate. However, every so often, you stumble upon a game that captivates you with its simplicity, yet allows for boundless imagination and creativity.

Quest: A Name and A Mission

I stumbled upon Quest quite serendipitously, lured by an irresistible sale price. Little did I know that this unassuming hardcover book would whisk me away to a world brimming with childlike wonder and unbridled imagination. As I cracked open the pages, I found myself instantly transported to a fantastical landscape, each illustration a testament to the playfulness and love poured into its creation.

The book's layout is a delight, clean and easy to navigate, with directions so intuitive that within 15 minutes, I was ready to embark on my first adventure. Quest's accessibility is truly remarkable, making it a perfect choice for gamers of all ages and experience levels. In an era where many games seem to prioritize complexity over approachability, Quest stands out as a refreshing oasis, inviting players to immerse themselves in its enchanting world with ease.

Whether you're a seasoned adventurer or a newcomer to the realm of tabletop gaming, Quest promises an unforgettable journey. With its whimsical charm and user-friendly design, this game is poised to captivate hearts and minds, offering a delightful escape from the ordinary. Prepare to lose yourself in a world where imagination knows no bounds.

Let's Start With the Basics

Simplicity Meets Depth: Unveiling Character Creation

The general rules are simple. I won't go in depth, but the core tenets are as follows:

  • Be respectful.
  • Ask for consent.
  • Don't be evil, unless...
  • Be mindful of secrets.
  • Speak clearly.
  • Flip a coin.
  • Be a fair guide.
  • Help everyone have fun.

See, that's not so hard. The rules are straightforward, even the youngest of adventurers can easily understand them. Following that, the game delves into character creation, and here's where things take an intriguing turn. Coming from a background of playing Pathfinder 2E, I found it interesting to note that there are no attributes and no skills in this game. When it comes to being strong or diplomatic, anyone can embody those traits – there are no numerical constraints.

Instead of focusing on statistics, your character sheet is a reflection of who you are, where you came from, what you believe in, and what you dream of. It's a refreshing approach that prioritizes your character's essence over the numbers they put out. There are no ancestries (or races, for those who still use that term), but there are roles (classes), including the fighter, invoker, ranger, naturalist, doctor, spy, magician, and wizard. You do choose abilities that align with your role, and you gain more abilities as you level up.

But the real magic lies in the simplicity of using a single D20 for every roll. Regardless of the task at hand, you'll be relying on that trusty twenty-sided die. Based on your roll, you might triumph, face a tough choice, or bear a catastrophe. It's a system that embraces the unpredictability of adventure while keeping the mechanics streamlined and accessible.

A Refreshing Approach to Combat and Abilities

You're going to notice very quickly that this is not a game focused on big numbers. You start with 10 HP, and it never goes higher than that. You can lose hit points and recover them, but you'll never have more than 10. But that's precisely what makes it refreshing. Most hits from a weapon take 2 HP, and you can recover those by resting. Fights don't last terribly long, usually wrapping up in a round or two. This game is about the adventurers themselves, not long, drawn-out encounters. Isn't it more exciting to have to converse with a riddle-speaking door than to wait 5 minutes for your next chance to hit something?

The abilities that each role can acquire are intriguing as well. For example, as a Spy, you can use one Adventure Point (AP) to unleash your Sneak Attack ability, exploiting a foe's focus and making a basic attack on their turn. Or, as a magician, you might vanish momentarily and reappear as two people, one of them an illusion. Adventure Points start at 10, and you can earn 5 AP at the end of each game session, which roll over to the next.

The Guide (the name for the DM) can grant AP for various reasons: roleplaying well, solving puzzles, defeating villains, reaching goals, or simply encouraging fun. And isn't that the point – to have fun? This game understands that at its core, it's about enjoying the adventure, not getting bogged down in complex mechanics or protracted battles.

With A Game This Open, How Are You Going to Use It?

What we've covered so far is merely a shallow glimpse into the world of Quest. However, with these simple rules as a foundation, you can easily craft a campaign that is both in-depth and epic – a campaign that most anyone would love to play. Truthfully, Quest allows you to tell really cool stories, and isn't that what we seek when we immerse ourselves in the realm of tabletop roleplaying games?

At the core of our desire to play TTRPGs lies the longing to escape the reality we inhabit and embrace the heroes we were meant to be. Quest fulfills this desire many times over, providing a canvas for you to paint your own heroic tales, unburdened by excessive complexity.

In the end, what Quest offers is a refreshing reminder that simple mechanics can pave the way for profound storytelling and shared experiences. With its accessible ruleset and emphasis on narrative, this game invites you to embark on adventures limited only by your imagination.

So, embark on your well-deserved quest! Grab a copy of Quest, gather a few friends, and let your collective imaginations run wild. The epic adventures you'll craft together are waiting to be explored.

Quest RPG - adventure.game
Quest Core Rulebook - https://www.adventure.game/store/digital-edition/
Quest Discord - https://discord.gg/UnhhyUB

Pathfinder Shocker Let Gorum Live and Bring Down Pharasma and Sarenrae Instead!

Introduction

Let's begin by saying that Paizo is being fearless by sending one of their famed Pantheon members to the grave. It's the type of move that will get the masses talking, and talking they did. The publishing of the Godsrain Prophecies had people talking all over social media. Some were discussing who should or should not perish. Others were debating whether the move is a good one for Paizo. There were 10 total prophecies and I know more than one fan was excited to find out that their favorite god or goddess was saved.

Paizo finally announced after ten prophecies were posted that the official god to perish will be Gorum, the Lord in Iron. Paizo mentioned that this death will be part of a months-long War of Immortals event and will slowly work up until Gorum is finally slain. War of Immortals will arrive in October, so the next several months will be exciting for Pathfinder 2E.

Now, having said all that, I am disappointed. Why should I be disappointed? Paizo has put in a significant amount of work into developing this story line, and it will be quite exciting to see it all unfold. There is bound to be a variety of events that keep me reading and watching to see what happens next.

But Gorum? Our Lord in Iron?

Yes, he is a major god. Yes he will be dearly missed. But if I take a poll of a 100 Pathfinder 2E players and ask them which god they care most about, I would be hard pressed to find 5 that care more about Gorum than any other. Sarenrae, yes. Pharasma, yes. Cayden Cailean, yes. But Gorum. Well, let me break it down for you.

God of War, Death is Inevitable

Look, when you think about war, whether in the heavens or on Golarion proper, you assume that people are going to die. That's what war is. A fight to the death. So the thought that the God of War might die at some point doesn't feel like a surprise. It states in his Archives of Nethys post that he cares not for the reason of the fight, just the thrill of battle. So his death here makes sense.

But, what if, and you'll need to stick with me here, what if someone like Pharasma or Sarenrae died? What if one of the most beloved deities in all of Golarion passed? Wouldn't that shake things up more? Would that make it more exciting. Wouldn't that tick a lot of people off? Well of course it would, but I bet it would sell product, whether that's books or adventure paths or art.

Now, before you take my head off and send it to Zon Kuthon, understand that the loss of a beloved character would be tough. Sarenrae would be exceptionally difficult, given her general focus of so many clerics out there. And if Pharasma were to pass, could you imagine what might happen to all those undead that have no where to go? And Cayden Cailean? Well, bards would have no one to worship, right? But let's dig a little deeper shall we?

Major Shifts and Major Chaos

Lets take a look at post Gorum death. There is no God of War now. No one whose edict is to attain victory in fair combat, push your limits or, bizarrely enough, wear armor in combat. Additionally we won't have someone telling us not to kill prisoners or surrendering foes or win battles through underhanded tactics or indirect magic. Gorum can't command us to not prevent conflict through negotiation. Does that change much at all in how war currently takes place in Golarion. Not significantly.

But what if there was no Sarenrae? No deity to remind us to protect our allies or proved aid to the sick and wounded. To tell us not to create undead or deny a repentant creature an opportunity for redmption? And with so many worshippers, what would happen? Would a new god stand up to take her place and lead the good warriors in their time of need? Or would some chaotic identity try to weave confusion among her followers and bring a downfall to the Church of Sarenrae?

And then you have someone like Pharasma. She literally serves as the arbiter of a soul's destination after death. What would occur if she would to be removed from power? Would the Horsemen finally find a way to wreak havoc upon the world and end all of reality? She has been there since before recorded history and will be there at the end of time. Unless she died. What would happen to Golarion. Would civilizations fall? I'm not saying she keeps order, but it does feel like her loss would be epic.

Gorum's Death is Easy and Newsworth – Enough

In the end, I suppose that you can't always go full nuclear when you are trying to spice things up. You have to make waves without drowning everyone. I understand that. And Gorum is a good choice here. He's a big enough figure to feel weighty, but less important than some of the major players. I know the story is gonna be pretty amazing and I'm excited about it.

But I will always think, "What if?"