Quests
Contents
Rules of Play
Example Relic Quest
Individual teams scour the forest to find powerful magic items protected by various monsters and held in chests spread throughout the forest. The chests are locked and the monsters have unmarked keys that they hand out when they are defeated. Each monster should also have a demand. Demands should be straight-forward tasks the questers can perform to get a key from the monster. A good example demand might be ‘bring me the magic orb hidden in the forest’. Demands should only be stated by the monsters when asked. Questers must role-play in order to discover a monsters demand. For added realism, have real locks on real wooden boxes and have the monsters hand out actual keys when they are searched by questers. The questers can choose to either turn in relics they find to their team reeve when they are found or to start using them in the quest. If they use them in the quest then the relics may be looted from their bodies by other quest teams.
- Teams: 2+
- Lives: Unlimited. The quest ends after 1 hour.
- Respawn: Players respawn at their team reeve in 60 seconds once their team is out of combat.
- Players: 2+ per team, a neutral reeve for every team, a head reeve, and 1 monster for every three players.
- Refresh: Abilities Refresh at the 30 minute mark
- Types Best Supported: Full Class
Quest Abilities
Quest Abilities are designed to give players more tools in role-play situations that are common in Quest-type battlegames. These abilities are typically not useful in standard battlegames as they focus more on interaction with a storyline and monsters than they do with combat between players. Quest Abilities are chosen by, or assigned to, each player before the battlegame begins. The reeve in charge of the battlegame will announce which Quest Abilities, if any, are available to be chosen for a given game and how they are to be selected.
Reeving Quest Abilities
The use of Quest Abilities should emphasize theatricality and story-telling over strict adherence to mechanics and rules. It is encouraged that each party of players have a reeve designated to them to help adjudicate the interaction between Quest Abilities and the battlegame challenges. If a player can use a Quest Ability in a novel or interesting way that adds to the storyline without being disruptive for other players, allow it. If a player uses a Quest Ability in a way that is disruptive to play or derives an unbalancing gameplay advantage, disallow it.
Creating New Quest Abilities
New Quest Abilities can be created as-needed for new Battlegames and Quests at the discretion of the game organizer. Here are some basic guidelines for creating new Quest Abilities.
- Should not fundamentally change the nature of any class.
- Should not replicate the behavior or feel of any ability.
- Should not eliminate the need to overcome a challenge.
- Should not be something that players would want to use in a normal Battlegame.
- Should not be useful against other players.
- Should be easily described in a couple of lines.
- Should be designed to encourage role-play and creativity without being abusable.
- Should be fun.
Quest Ability Hooks
Quest Abilities work best when a battlegame has challenges or obstacles that are designed to work with them. Collectively these challenges and obstacles are referred to as Hooks. Here are some basic guidelines for working Hooks into Quests.
- Hooks should never be unsolvable without a Quest Ability; just more difficult or require a different approach.
- Hooks should never preclude a player’s natural abilities, just augment them. For example if a player is confronted by town guards they could attempt to fight their way through or run. The player could also choose to try and name-drop their relationship (real or fake) with a powerful noble in an attempt to bypass a fight. A player who invokes Court Knowledge is more likely to be believed by the guards than a player without it, given the same performance.
- Encourage your NPCs, monsters, and reeves to have fun with Quest Abilities by playing along and acting out the effects of a Quest Ability dramatically where appropriate.
- Don’t feel obligated to provide Hooks for every Quest Ability, but do provide Hooks for a variety of different Quest Abilities that fit with the theme and content of your game. Turn Undead might not be useful when raiding an orc village, and that’s okay. Tribal Knowledge probably would be.
- Hooks should add to the flavor and fun of a battlegame, not slow it down or detract from it. It’s better to cut a bad Hook rather than try and cram it when it doesn’t belong.
Quest Abilities Defined
Quest Abilities are activated by announcing the name of the Quest Ability at an appropriate time to the flow of the Quest. For instance Hallowed Ground would need to be announced before combat is initiated whereas Menace can be announced before or after a player attempts to threaten and bully a group of monsters.
- Affinity for Nature
- Player is in tune with nature, and the beings who live in harmony with nature. This player will generally be considered a friend by such monsters and NPCs. They will also have knowledge about animals and natural locations.
- Calm
- Player gives off an aura of calm. This player will have an advantage when negotiating or dealing with non-hostile monsters and NPCs.
- Charm
- Player can initiate a performance that entrances a monster or NPC. The monster will not attack anybody for the duration of the performance or until they feel threatened. The performance must be either a song, a joke, a dance, or a story and may last no longer than 2 minutes. 1/Game.
- Court Knowledge
- Player is familiar with the customs and behaviors of the royal court. The player will have an advantage when dealing with politicians and nobles.
- Disarm Traps
- Player has an affinity for mechanical traps. If this player fails to disarm a trap they fare better than other players.
- Hallowed Ground
- Player creates a fixed 20’ radius area where no offensive actions can occur for 2 minutes. Actions that are initiated outside the 20’ radius may still affect individuals in the area. 1/Game.
- Magical Knowledge
- Player has experience with reading magical auras. They can detect and identify magical locks and traps. They also have background information about magical beings and locations.
- Menace
- Player gives off an aura of menace that can be sensed by hostile monsters and will have an advantage when attempting to intimidate hostile monsters.
- Persuasion
- Intelligent monsters and NPCs find the player’s arguments more convincing than they otherwise would and are more likely to be influenced by the player.
- Pick Locks
- Player has an affinity for mechanical locks. If this player fails an attempt to pick a lock they fare better than other players.
- Presence
- Player may converse safely with a group of players, monsters, or NPCs so long as the player takes no hostile action towards them. Monsters and NPCs that are not capable of intelligent thought (animals, slimes, mindless undead, etc) are not affected. Players may choose not to converse but may still not harm the player. May not last longer than 3 minutes. May not be used for scouting or reconnaissance. 1/Game.
- Talk to Dead
- Dead players, intelligent monsters, and intelligent NPCs can be asked one yes or no question, and must answer truthfully to the best of their ability. May only be used once per target.
- Tracker
- Player is an experienced tracker in almost any environment. Player will often be able to determine more information about the kind of monsters and NPCs in the area as well as possible locations of game objectives.
- Tribal Knowledge
- Player is familiar with the tribal and clan customs of many cultures. This player will have an edge understanding and negotiating with monsters and NPCs who live in a clan or tribe.
- Turn Undead
- Monster and NPC undead (including monsters and NPCs affected by Undead Minion, Vampirism, etc) must stay 50’ away from the player and may not initiate any hostile actions towards them. Any undead that is targeted by a hostile action is no longer affected by Turn Undead and may act normally. Lasts for 2 minutes. 1/Game.
- Prepared
- Player is an experienced campaigner and is aware before a Quest starts of any special equipment or circumstances that may be encountered. The reeve in charge of the Quest should privately give the player a brief overview of the monsters and challenges they are likely to encounter.
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