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Quest
Name:
Quest
Genre: Fantasy
Sprache:
Englisch
Verlag:
Fremdsprachige Ausgabe: http://admin.engr.wisc.edu/quest
Autor:
Todd Richmond. Mike Greenholdt
Beschreibung:
Quest is a face-to-face fantasy role-playing game designed and play-tested in Madison¸ WI over the last 13 years or so. A freeware generic fantasy game¸ using both classes and skills. Skill resolution is by d20 roll. It has clerics based on real-world religions¸ and a technician class developing beyond the medieval norm. 272 pages rules (HTML¸ Postscript¸ or RTF)¸ plus a 207 page monster manual. Quest is a skill-based system based on nine different Statistics¸and a number of derived Statistics. How well you learn the various skills in Quest is based on your Statistics. Any character may take any skill¸the only obstacle being how quickly they may learn the skill. Players choose a primary profession for their Character¸ but the only way this is involved with the various skills in the system is to give you a bonus in learningthose skills in your primary profession. You can have a fighter who can use a broadsword in each hand¸ heal him- or herself¸ and cast stonebolts at his/her opponents¸ or a sneak thief who can use magic to cloak him- or herself in illusions and disarm magical and mundane traps. For example¸ if you wish to design a ranger¸ you would acquire skill in broadsword¸ longbow¸ woodscraft¸ and possibly some clerical skills¸ especially spells related to nature or defense. Characters can pick and choose skills and Spell lists freely¸ the only hindrance being how well they learn each skill (which is based on theplayers statistics). There are twelve religions in Quest¸ corresponding to most of the major religions of the past and present. A cleric may choose one of these 12 religions or choose to be a nondenominational cleric. There are a number of common cleric lists: Healing¸ Clerical Divination¸ General Cleric¸ Ki¸ Piety¸and Theology.In addition¸ clerics who choose a religion have a number of Spell lists specific to that religion to choose from. And¸ of course¸ clerics may take skills from any of the other major skill classes in the system. Fighters have a choice of different weapons and styles¸ including Martial Arts¸ Fencing¸ active shield use and use of two weapons. Characters who choose to use magic have a number of different Spell Lists to choose from¸ including a working system for creating enchanted items¸ potions and scrolls.Magic tends to be much more general purpose and individualistic than in other systems. A single spell may allow you to do a number of different things¸ though area of effect spells are almost nonexistent. Each Spell list has 10 levels of Spells¸ each related to the main theme of the list. For example¸ the Elemental Air Magics Spell list includes three manipulation spells¸ a small and large missile spell (as well as an area of effect spell)¸ a flight spell¸ two protection spells¸ as well as a spell to summon air elementals. Spells in a list are learned sequentially and the spells become progressively more powerful. Quest uses a spell point system with each spell costing one point per level. Tradesman skills and other skills useful to adventurers¸ are included in the Open Skill class category. Thief lists include Acrobatics¸ Sleight of Hand¸ Stealth¸ and other such skills. Last of all are the Technical lists¸ things like Chemistry¸ Craftsman¸ Ordnance Engineering and Life Sciences. Again¸ these lists cover the general areas¸ leaving flexible for the Game Master and Player alike. A Technical Appendices is available which details the expenditure of time and money to create many technical items¸ up to and including present day items. The synergistic effects of the various Spells and abilities are¸ for the most part¸ left up to the discretion of the Game Master. This philosophy will allow the Game Master to control the game more easily¸ and will allow the Game Master to tailor the rules to his or her campaign. Some of the synergistic effects are discussed¸ because of their importance to game balance. The Game Master may use these as a guide for making decisions concerning other synergistic effects¸ but he or she should not feel constrained by these discussions. Potential Players and Game Masters should note that unlike most fantasy role playing games¸ reasonably high levels of technology are possible within the system. Cyberpunk/Shadowrun-type games¸ a modern day espionage type game and a space game have all been played using these rules. Quest was designed from the beginning to run a medieval level campaign¸ though the flexibility of the system allows it to be adapted to almost any setting. It is also possible to eliminate whole sections of skills without too severely damaging the rules system. An example of deleting bodies of skills would be to eliminate the fantasy elements and play in some historical time period(for the purposes of technological development) of the real world. A realistic representation of the European Middle Ages would require the Game Masterto limit the Technical Disciplines to certain levels and delete Fencing¸ the Oriental Disciplines¸ and all Spell Lists from the game. Be prepared for a bloody game! There will be no magical healing and the medical services will be poor. There are good possibilities for tailoring the game to a specific campaign.
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