Whenever she starts playing it, I get a hankering for a tabletop dungeon crawl. Then I begin dabbling with rules light systems, perhaps something my wife might enjoy.
My latest meanderings have led me to this - Quest.
It is a very rules light system that has a lot of interesting concepts. Instead of prattling on about it, I recommend this video review.
While there is so much to love about this system, there are 2 areas that are niggling me.
First, when you roll a 6 - 10 (on a D20), you face a tough choice. You succeed in your action but have to choose one of two setbacks. As the Guide (GM), I then have to think up possible setbacks. What if I can't think of something?
I could get over that, but what is really bothering me is that armor seems to serve no function in the mechanics. So a robe-wearing wizard is just as likely to get wounded as a plate-armored paladin. I get that Quest is trying to focus on story over mechanics. Furthermore, there is a magic item card for resplendent plate that provides defense. But what about good-old-fashioned iron armor? I mean, I like a stripped down game, but that is bothering me.
So now I am considering ways to pillage Quest for ideas to apply to my own rules.
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