Say what you do, then find out what happens
how to play
Quest is best played with 4-6 people. One person plays as the Guide, who is like the narrator for the story. Everyone else plays as one of the story’s main characters.
You play Quest by having a conversation with your friends. It begins like this:
First, the Guide describes your scene to help you imagine the world and what is happening nearby.
Next, you say what your character does. You can do anything you want, like talk to other people, attack a foe, or use one of your character’s special abilities.
Then, the Guide imagines what happens next, and describes the scene again.
Quest uses a relaxed and flexible rule set that allows players to focus on the story they want to tell. Our system only has a few things you need to learn to get started, and reading the basics takes most players about 20 minutes.
Smooth action. We’ve designed the core rules of this game to keep the action moving. In action scenes, the rules for taking turns are simple: you can move around somewhere nearby, and do one thing. Your one thing can be a special ability you have, or something else you imagine: like helping a friend to their feet, attacking an enemy, or trying to break through a door.
One Die to Roll Them All. When things must be decided by fate, Quest only uses one die, the twenty-sided die, or d20. You only need to roll the die once to see what happens — there are no modifiers, extra rolls, or complications, and the damage that weapons and abilities deal is standardized. To see what happens, you simply look at what the die says when it lands on the table, and compare the result to a set of standard outcomes.
Simple growth. Quest uses a deep catalog of abilities across eight distinct roles to give players ways to learn and grow. You start the game with six special abilities. At the end of each play session, you can choose one new ability to use the next time you play.
Easy resources. There are only two numbers to keep track of in Quest: your hit points, which represent your health, and your adventure points, which represent how much power you have to influence each scene. Your maximum hit points don’t increase over time. You earn adventure points as you play and can spend them to activate your most powerful skills.
No money. There’s no coin to worry about in Quest. We assume characters can acquire the stuff they need on a regular basis without much hassle. If you want something of value, you can trade one of your own valuable items to get it.
fill-in-the-blank character creation
Quest’s character creation process is fun and easy. We’ll give you a character profile that’s filled with blanks, like the one you see below. When you’re finished going through our step-by-step guide, you can simply read your sheet aloud at the table to introduce yourself.
We want everyone to feel welcome at the table in Quest, and guidelines about inclusion and respect are part of the official rules in this game. This is a roleplaying game for everyone.