One More Quest Quickstart
A hilarious roleplaying game where you don't roll dice. You throw them. Hit the target with your die¸ or die laughing as you try!
One More Quest is set in the world of the Dungeon Fighter board game¸ where the success or failure of your actions is determined by throwing dice at a Target board ¸ trying to get as close to the center as possible.
To make things even more interesting¸ different situations will require you to throw your die in different whimsical ways ¸ emulating the challenge that your character is trying to overcome. Your character is jumping over a ravine? You'll have to throw your die while jumping in real life !
If you already play roleplaying games¸ but don't know what to expect from a dexterity based one¸ it's actually pretty simple. The core concept will be familiar to veterans of the Dungeon Fighter board game: when you take decisive action¸ you throw a die so it lands as close to the centre of a Target as possible. You can play as a rogue¸ but can you play like a rogue?
To increase the spectacle and challenge¸ every action applies a special throw restriction. When a dungeon fighter hides from a guard¸ the player throws from under the table. When a dungeon fighter performs a distracting dance¸ the player spins around before they throw. Each situation is unique and plays by its own rules.
Games are run by a Supreme Dungeon Mastermind (SDM)¸ who narrates play and speaks for non-player characters. SDMs are supported by chapters of monster profiles and farcical story hooks¸ and a streamlined system using familiar mechanics (character classes¸ combat rounds¸ health points) but jettisoning complicated minutiae (spell slots¸ damage types¸ multi-stage dice rolling).
The ruleset is engineered for both casual and experienced RPG players¸ perfect for laughing with friends at unexpected twists on classic fantasy scenarios!
The One More Quest Quickstart guide 2.1 is available FOR FREE to try the game!
This latest version is less focused on numbers¸ and more focused on goofy throw restrictions¸ which is what One More Quest is really all about. With an expanded range of core throws¸ and more opportunities to combine them with one another¸ we believe players will find One More Quest more accessible than ever¸ with many opportunities for the game to expand in exciting new directions for the complete One More Quest Rulebook.
FULL RULEBOOK FEATURES
A hardcover book of more than 300 pages¸ with full-color art throughout. Dozens of ancestries¸ classes¸ archetypes and drives to make your dungeon fighter unique¸ and an armoury of weapons to equip them. 24 suggested throw restrictions for core skills¸ and many more for special conditions¸ magical items¸ and monster effects. A travel guide exploring the hilarious world of Middlewhere¸ with more than 20 regions¸ biomes and cultures. A lore specifically tailored to provide plot hooks for your game. A menagerie of monsters¸ each with an amusing twist¸ and optional rules for automating their actions to reduce throws and book-keeping. Essential advice for running the game¸ including advice for improvisational comedy¸ and how to adapt the game to suit accessibility requirements. A farcical adventure introducing players to the game's bizarre setting¸ and guidelines to help Supreme Dungeon Masterminds create their own adventures.
A hilarious roleplaying game where you don't roll dice. You throw them. Hit the target with your die¸ or die laughing as you try!
One More Quest is set in the world of the Dungeon Fighter board game¸ where the success or failure of your actions is determined by throwing dice at a Target board¸ trying to get as close to the center as possible.
To make things even more interesting¸ different situations will require you to throw your die in different whimsical ways¸ emulating the challenge that your character is trying to overcome. Your character is jumping over a ravine? You'll have to throw your die while jumping in real life!
If you already play roleplaying games¸ but don't know what to expect from a dexterity based one¸ it's actually pretty simple. The core concept will be familiar to veterans of the Dungeon Fighter board game: when you take decisive action¸ you throw a die so it lands as close to the centre of a Target as possible. You can play as a rogue¸ but can you play like a rogue?
To increase the spectacle and challenge¸ every action applies a special throw restriction. When a dungeon fighter hides from a guard¸ the player throws from under the table. When a dungeon fighter performs a distracting dance¸ the player spins around before they throw. Each situation is unique and plays by its own rules.
Games are run by a Supreme Dungeon Mastermind (SDM)¸ who narrates play and speaks for non-player characters. SDMs are supported by chapters of monster profiles and farcical story hooks¸ and a streamlined system using familiar mechanics (character classes¸ combat rounds¸ health points) but jettisoning complicated minutiae (spell slots¸ damage types¸ multi-stage dice rolling).
The ruleset is engineered for both casual and experienced RPG players¸ perfect for laughing with friends at unexpected twists on classic fantasy scenarios!
The One More Quest Quickstart guide 2.1 is available FOR FREE to try the game!
This latest version is less focused on numbers¸ and more focused on goofy throw restrictions¸ which is what One More Quest is really all about. With an expanded range of core throws¸ and more opportunities to combine them with one another¸ we believe players will find One More Quest more accessible than ever¸ with many opportunities for the game to expand in exciting new directions for the complete One More Quest Rulebook.
FULL RULEBOOK FEATURES
A hardcover book of more than 300 pages¸ with full-color art throughout. Dozens of ancestries¸ classes¸ archetypes and drives to make your dungeon fighter unique¸ and an armoury of weapons to equip them. 24 suggested throw restrictions for core skills¸ and many more for special conditions¸ magical items¸ and monster effects. A travel guide exploring the hilarious world of Middlewhere¸ with more than 20 regions¸ biomes and cultures. A lore specifically tailored to provide plot hooks for your game. A menagerie of monsters¸ each with an amusing twist¸ and optional rules for automating their actions to reduce throws and book-keeping. Essential advice for running the game¸ including advice for improvisational comedy¸ and how to adapt the game to suit accessibility requirements. A farcical adventure introducing players to the game's bizarre setting¸ and guidelines to help Supreme Dungeon Masterminds create their own adventures.