From: [g p m] at [caelab1.cae.wisc.edu] (Gene P. Masters)
Newsgroups: rec.games.frp.announce
Subject: Announcing a new shareware FRP game system
Summary: A complete rules system for Fantasy role playing
Date: 31 Dec 93 01:51:40 GMT
Article-I.D.: charm.2g9i1h$8hn

Announcing the availability of a new electronically distributed fantasy 
role-playing game, Quest.

Quest is not a computer/video game, but one designed for humans 
interacting around a table. It is not just another game which was hacked 
together late one Saturday night by a couple of people unsatisfied with 
their current role-playing system. It has been developed and play tested 
in Madison, WI for the past 8 years, and is now deemed (by us) mature 
and ready for distribution. Thousands of hours of play testing, 
revision, and discussion have gone into developing this system. Play 
testers have included biologists, chemists, engineers, accountants, and, 
of course, college students of all types. The various influences of 
these people will probably be evident in the system.

This game is designed to be an open-ended game system in which you, the 
Player, design your own Character conception. Virtually any fantasy 
concept is reproducible using Quest, although this may not seem to be 
the case at first glance. 

Quest is a skill-based system based on nine different Statistics, and a 
number of derived Statistics (this is where you may see a bit of the 
accountant slipping in). 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 
learning those skills in your primary profession. You can have a fighter 
who can use a broadsword in each hand, heal him- or herself, and cast 
damage-causing spells 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.

There are twelve religions in Quest, corresponding to most of the 
major religions of the past and present. Fighters have a choice of 
different weapons and styles, including Martial Arts, Fencing, active 
shield use and use of two weapons. Mages 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 (like the D&D fireball) are almost nonexistent. Tradesman 
skills, and other skills useful to adventurers, are included in the Open 
category. Thieves have Acrobatics, Sleight of Hand, Stealth, and other 
such skills. Last of all are the Technical lists, things like Chemistry, 
Craftsman, Ordnance Engineering and Life Science. 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. We are not, however, advocating that Quest replace all other 
gaming systems. 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 Master to 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.

We are distributing this game electronically, as shareware. That means - 
download it, try it, play it, give it to your friends and only if you 
start using it regularly would you pay us for the privilege. Just be 
sure to include this message with any copies you distribute or post. We 
have chosen to distribute it electronically so that you can make your 
own modifications, print out pertinent subsets of the rules, add your 
own monsters to the manual, and so on (not to mention trying it for 
free). We would like to be informed of interesting modifications that 
you make, and will try to include them in any forthcoming releases.

The files will be available in two forms, Word for Windows 2.0 files and 
PostScript files. Other file formats can be requested if they don't 
require too much additional work (ASCII, RTF, etc.) The files that you 
need are all compressed using PKZip. You definitely need the Players 
Manual, and game masters will need the Monster Manual and the Operations 
Manual,which details refereeing the Quest System. The other 4 files are 
the World Book (how to set up a world), and the Technical Appendices 
(additional specifications for the Technical Lists), a Character sheet 
and this README file.  These files are not necessary to get started but 
may add to the game as you get more familiar with the system.

The approximate PKZIPPED file sizes are listed below:

Word for Windows 2.0    Pages           Filename                Size
--------------------------------------------------------------
Players Manual          250 pages       handbook.doc            205 K
Monster Manual          215 pages       monster.doc             145 K
Operations Manual       60 pages        opsman.doc              65 K
World Book              23 pages        world.doc               25 K
Technical Appendices    36 pages        techapd.doc             25 K
Character Sheet         4 pages         charsht.doc             7 K

All together in				questdoc.zip		470 K

Postscript files        Pages           Filename                Size
--------------------------------------------------------------
Players Manual          250 pages       handbook.ps             390 K
Monster Manual          215 pages       monster.ps              195 K
Operations Manual       60 pages        opsman.ps               250 K
World Book              23 pages        world.ps                 45 K
Technical Appendices    36 pages        techapd.ps               80 K
Character Sheet         4 pages         charsht.ps               16 K

All together in				questps.zip		976 K

Quest was primarily written by Mike Greenholdt. In its early days it was 
heavily edited by John Woodford. The two longest play testers are Gene 
Masters and Todd Richmond, and they are the ones who have inherited the 
game, have cleaned up, rewritten, and formatted the manuals for 
distribution. Please direct any comments to them electronically at 
[m--t--s] at [engr.wisc.edu] and/or  [t--d] at [genetics.wisc.edu.] Both of these are 
Internet addresses.

Once you've played this game and realize what an effective system it is, 
send your shareware payments of $10 (that's for any or all of the files) 
to

Computer Concepts - FRP Division
4146 Country Club Rd.
Madison, WI 53711-3004

Thank you for your interest, and enjoy playing Quest!


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