In a QuestWorlds game, stories develop dynamically as you and your GM work together to role-play the dramatic conflict between your group’s PCs in pursuit of their goals and the challenges, or threats that your GM presents to stand in your way. Stories advance by two methods: conflict, where your PC is prevented from achieving their goals because there is something that must be overcome, a story obstacle, to gain a desired person, thing, or even status: the prize; or revelation, where something must be overcome, a story obstacle, to learn a secret, uncover the past, or reach understanding: the prize.
Over the course of play, your GM will present various story obstacles as conflicts to the PCs, resulting in either victory or defeat for your character, which determines whether or not you gain the prize you sought. These conflicts can represent any sort of challenge you might face: fighting, a trial or debate, survival in a harsh environment, out-wooing rival suitors, and so on.
Rather than mechanically addressing the individual tasks that make up these conflicts, QuestWorlds usually assesses your overall victory or defeat in a single contest where you and your GM make an opposed roll pitting your characters ability vs the resistance the story obstacle presents to you achieving the prize.
Whenever the GM presents a story obstacle for you to overcome, you should frame the contest by describing what you are trying to accomplish, the prize, and which of your abilities (see below) you want to use to achieve that prize, and how.
Based on that framing and other factors, your GM will assess what resistance the characters face.
You roll a twenty-sided die (D20) against your PC’s ability, and your GM rolls a D20 against the resistance. Your GM will assess your overall victory or defeat in the contest based on the success or failure of both rolls, and narrates the results of your attempt to overcome the story obstacle and gain the prize accordingly. The direction of the story changes, in either a big or small way, depending on whether you gain the prize or not.
We encourage your GM to work with your suggestions when narrating the victory or defeat, but the final decision rests with them.
- 2.1 Abilities
- 2.2 Possessions and Equipment
- 2.3 Contest Procedure
- 2.4 Augments
- 2.5 Advanced Mechanics
- 2.6 Resolution Methods
- 2.7 Resistance Progression
- 2.8 Degree of Victory or Defeat
- 2.9 Benefits and Consequences
- 2.10 Modifiers
- 2.11 Combined Abilities
- 2.12 Mobs, Gangs, and Hordes
- 2.13 Ganging Up
- 2.14 Mass Effort
- 2.15 Pyrrhic Victories
- 2.16 Mismatched and Graduated Goals
- 2.17 Difficult Automatic Victory