Quest (game)

Last updated
Quest
Quest play-by-mail game logo.jpg
Game logo.
Publishers Adventures by Mail, KJC Games
Years active1991 to present
Genresfantasy, play-by-mail
LanguagesEnglish
PlayersUp to 1000
Playing timeUnlimited
Materials requiredInstructions, order sheets, turn results, paper, pencil, computer
Media type Play-by-mail or email
Website http://www.kjcgames.com/quest/quest.htm

Quest (or Quest: World of Kharne, or Quest Gamemaster Edition, or Quest GME) is an open-end, fantasy, play-by-mail (PBM) role-playing game. Initially released in the United Kingdom in 1991, by Adventures by Mail, it later became available for play in the United States, Australia, and other countries in Europe. The game has a First and Second Age, initially comprising about twenty worlds of up to 1,000 parties controlled by players. After the year 2000, the worlds consolidated into four. The current publisher is KJC Games.

Contents

Gameplay follows the Dungeons & Dragons model. Players lead parties of 6–15 characters of varying races and professions while exploring parts of the game world, Kharne, to include wilderness and dungeons. As of 2022, KJC Games publishes the game with the current version as Quest, Gamemaster Edition (Quest GME). Another version, Quest Unlimited, allows rapid turn processing and game progress via email.

Play-by-mail genre

Example turn 1 order sheet for the Border Kingdom Example command sheet for a turn in the game Hyborian War with the Border Kingdom, Version 2.gif
Example turn 1 order sheet for the Border Kingdom

Play-by-mail (PBM) games feature a number of differences from tabletop games. The typical PBM game involves many more players than an average tabletop game can support. [1] [lower-alpha 1] PBM game lengths are usually longer, depending on a number of factors. Turnaround time is how long a player has to prepare and submit "orders" (moves and changes to make in the game) and the company has to process them and send back turn results. [3] The average turnaround time in the 1980s was two weeks, but some modern PBM games are play-by-email (PBEM) with shorter turnaround times of twice per week or faster. [4] [lower-alpha 2] Open ended games allow players to strengthen their positions without end, with players continually entering and leaving the game. Examples include Heroic Fantasy and Monster Island. [5] Conversely, closed end games typically have all players starting on equal terms, with rapid, intense, player vs. player gameplay that ends when a player or group achieves some victory condition or is unopposed. [6] Examples include Hyborian War and It's a Crime . [7] The complexity of PBM games can range from the relatively simple to the PBM game Empyrean Challenge , once described as "the most complex game system on Earth". [8] [lower-alpha 3]

Once a player has chosen a game and receives an initial game setup, gameplay begins. This generally involves players filling out order sheets for a game (see example image) and sending them to the gaming company. [3] The company processes the turns and returns the results to the player, who completes a subsequent order sheet. [3] Diplomacy is also frequently an important—sometimes indispensable—part of gameplay. [10] The initial choice of a PBM game requires consideration as there is a wide array of possible roles to play, from pirates to space characters to "previously unknown creatures". [11] Close identification with a role typically increases a player's game satisfaction. [6]

PBM history

Some games have long been played by mail, such as chess and Go, and more recently Diplomacy . [12] The professional PBM industry began in 1970 when Flying Buffalo Inc. launched its first multi-player PBM game, Nuclear Destruction , in the United States. [12] Flying Buffalo dominated the industry from 1970 to 1975, with Schubel & Son and Superior Simulations introducing games later in the decade. [13] By 1980, the PBM field was growing but still nascent; there were only two sizable commercial PBM companies, and a few small ones. [14]

In the 1980s, the PBM industry grew rapidly. [12] Many small PBM companies opened as there were few barriers to entry, although most of these companies failed. [9] Three independent PBM gaming magazines also began in the early 1980s: Gaming Universal , Paper Mayhem , and the UK-based Flagship . [15] The 1990s brought additional changes to the PBM world. In the early 1990s, email became an option to transmit turn orders and results. [16] [lower-alpha 4] It was in this environment that Quest was published.

History and development

Quest became available for play in 1991. [17] It is an open-ended game. [18] Patrick Rogers stated in 1993 that Quest was Europe's largest PBM game. [19] Initially well-received in Europe, by 1994, Adventures by Mail had licensed the game in the United States. [20] The game was also available for play in Australia, Finland, France, Germany, Italy, and Spain. [17] As of 1994, there were two games underway in the U.S. version, each of which could comprise 1,000 parties. [20] In the same year, Reviewer Richard L Smith identified KJC Games as the game's European publisher (based in England). [21] Peter Lambeck also identified in 1994 that, in the U.S. version, there were two games underway, each with a capacity of 1,000 parties. [21]

The game had a First and Second Age which together comprised almost 20 worlds for gameplay. [22] The Second Age featured improved combat. [23] After 2000, the game's twenty worlds consolidated into four. [22]

By 2002, KJC Games had released a new version for play: Quest Game Master Edition or Quest GME. [24] This version was also available for play by email. [24] At the time, the game—previously computer-moderated—involved a human moderator. [24] In 2002, the game continued to improve, with reviewer Dan Reed stating, "I cannot see a point in the future where boredom is likely ... An oak amongst PBM games is growing tall and wide, and will go yet further." [23]

As of 2022, KJC Games was the only game publisher. [17] The Second Age—published post-2000—remains, with plans for a Third Age never realized. [17] KJC Games also generated a version called Quest Unlimited which allows unlimited turn orders via email, permitting rapid gameplay and progress. [17]

Gameplay

Quest's design follows the Dungeons & Dragons model. [20] Players control parties of six players, which can expand to fifteen. [20] Four races and four professions are available for each player character. [20] [lower-alpha 5] Character attributes comprised: "Gold, weapons, skill, toughness, awareness, charisma, experience, % of load, energy level and health". [18]

Initial parties require diversity in races and professions. [18] Players can explore outdoor areas and dungeons, among other areas. [20] There are various methods to find treasure and items, although some items have no use. [25] In 1992, a group of players voted a vase as the game's "most useless item". [26]

The game occurs on Kharne, a fictional world comprising an area of 200×200 squares. [20] Population centers across the island provide the groups of adventurers with various options, including shopping, transport, training, and obtaining quests. [18] Players can interact with non-player characters in and around population centers with a "talk" command. [18] While adventuring, magic, religion, and gods will likely come into play, as well as creatures such as goblins, sewer demons, lizard men, and even dragons. [18]

According to reviewer Peter Lambeck, the game's purpose is to "accumulate money and experience, build up your party, and have fun". [20] Religion, magic, and party combat are part of gameplay, with multiple gods and spells available. [18] Diplomacy is also key to successful gameplay. [24]

Quest GME involves a greater degree of in-world history related to cities and gameplay. [24]

Reception

Quest won the 1993 Origins Award for Best New Play-by-Mail Game of 1993. [27] Carol Mulholland, the editor of Flagship, recommended the game in 1994. [28]

Reviewer Lambeck stated in a 1994 issue of Paper Mayhem magazine that the turn results were very detailed and "the turns are both entertaining and engrossing". [29] In the Nov–Dec 1994 issue of Paper Mayhem magazine, Richard L. Smith outlined multiple improvements he recommended for the game while stating that he "continued to play despite the amount of frustration [he] had with the game". [30]

In the Mar–Apr 1995 issue of Paper Mayhem, Quest tied for 44th place out of 65 in the PBM Game Ratings list with a 6.241 out of 9 possible points. On the same list, Quest received the 4th largest number of reader responses of the 65 games considered. [31] [lower-alpha 6]

See also

Notes

  1. For example, the PBM game It's a Crime can accommodate 110 players per game. [2]
  2. For example, the PBM game Covert Operations allows twice-per-week moves, daily moves, and private games where players can specify turn around times. [4]
  3. Vern Holford, owner of Superior Simulations, developed Empyrean Challenge , a PBM game that reviewer Jim Townsend described in 1988 as "the most complex game system on Earth" with some turn results for large positions at 1,000 pages in length. [9] According to Townsend, in those cases there was a significant investment in time to understand what happened on a turn as well as to fill out future turn orders. [9] He said a player without a spreadsheet was "nearly doomed from the outset". [9]
  4. This section is taken from the Play-by-mail genre section of the Hyborian War Wikipedia article.
  5. Races available are dwarves, elves, half-bloods, and humans while professions are fighter, priest, mage, and thief. [18]
  6. Paper Mayhem used reader ratings through responses to tabulate game rankings. Of the 65 games rated, Quest received 84 total responses, surpassed only by Legends with 88 responses, Middle-Earth PBM with 106 responses, and Victory! with 140 responses. [32]

Related Research Articles

<span class="mw-page-title-main">Play-by-mail game</span> Games played through postal mail, email or other digital media

A play-by-mail game is a game played through postal mail, email or other digital media. Correspondence chess and Go were among the first PBM games. Diplomacy has been played by mail since 1963, introducing a multi-player aspect to PBM games. Flying Buffalo Inc. pioneered the first commercially available PBM game in 1970. A small number of PBM companies followed in the 1970s, with an explosion of hundreds of startup PBM companies in the 1980s at the peak of PBM gaming popularity, many of them small hobby companies—more than 90 percent of which eventually folded. A number of independent PBM magazines also started in the 1980s, including The Nuts & Bolts of PBM, Gaming Universal, Paper Mayhem and Flagship. These magazines eventually went out of print, replaced in the 21st century by the online PBM journal Suspense and Decision.

Starweb is a closed-end, space-based, play-by-mail (PBM) game. First published by Flying Buffalo Inc. in 1976, it was the company's second PBM game after Nuclear Destruction, the game that started the PBM industry in 1970. Players today can choose a postal mail or email format. Fifteen players per game assume one of six available roles and explore and conquer planets within a universe comprising 225 worlds. The object of the game is to attain a predetermined number of points which are generated by various actions during gameplay. Multiple game variants are available. Starweb is still available for play as of 2021 through the company Rick Loomis PBM Games.

<i>Legends</i> (play-by-mail game) Role-playing game with a medieval setting

Legends is a turn-based, role-playing game with a medieval setting. It is currently published in English by Harlequin Games. Jim Landes—owner of Midnight Games, the game's first publisher—began developing the game in 1984, eventually publishing it in December 1989 as a play-by-mail (PBM) game after over a year of playtesting. The initial game comprised a module and game system built on the publisher's existing game, Epic, and was run briefly as Swords of Pelarn before publication as Legends. The first of multiple game modules was Crown of Avalon, which allowed up to 200 players per game. Demand by 1991 was "incredible" according to Bruce R. Daniel in White Wolf. Games could be lengthy, initially between three and ten years of play, settling into an average of three years by 2002.

<i>Heroic Fantasy</i> Play-by-mail fantasy game

Heroic Fantasy is a computer-moderated, dungeon crawl play-by-mail game. It has been active since 1982 when it was published by Flying Buffalo. The initial edition involved nine dungeon levels. Flying Buffalo published subsequent editions due to challenging gameplay initially, eventually limiting the game to four dungeon levels with a fifth outdoors level where players can assemble an army and capture one or more castles. The game is open-ended; gameplay continues until players decide to stop.

<i>Hyborian War</i> Fantasy role-playing game

Hyborian War is a play-by-mail game published by Reality Simulations, Inc. It takes place during the Hyborian Age in the world of Conan the Barbarian created by Robert E. Howard. The game has been continuously available for worldwide play since its inception in 1985 and has changed little in its overall format. It uses a computer program to adjudicate player orders. Although it relies on postal mail or email and has turnaround times which are relatively long for the digital age of video games, Hyborian War has remained active into the 21st century.

Ad Astra is a play-by-mail game that was published by Superior Simulations. It was a computer moderated, turn-based space fantasy game designed by John M. Ess.

Illuminati is a computer-moderated play-by-mail game published by Flying Buffalo Inc. It is based on the Illuminati card game by Steve Jackson Games. It was originally owned by Adventure Systems but transitioned to Flying Buffalo Inc in 1986. The game's central focus is on conspiracy and intrigue and involved 24 players playing either by email or by mail in turns processed simultaneously by computer. Illuminati has won the Origins Award for Best Play-By-Mail Game seven times, once in 1985 and six times in the 1990s, and was inducted into the Origins Hall of Fame in 1997.

Midgard is an open-end, medieval fantasy play-by-mail game. It was published in 1984 by Time Space Simulations. Through 1996, the game passed through more than four different publishers, including Midgard USA. As of 2022, Talisman Games is the publisher. At initial publication, Midgard was computer moderated with partial human moderation.

Paper Mayhem is an out-of-print play-by-mail (PBM) game magazine that was published in Ottawa, Illinois. The staff published the initial issue in July 1983 and the magazine ran until mid-1998. Its format was 40 pages published six times per year. The magazine was the most well-known of the play-by-mail periodicals of the period, providing articles and reviews of play-by-mail games, as well as reader-informed ratings of play-by-mail companies, game masters (GMs) and games, both intermittently and on an annual basis. The magazine, along with its long-time editor-in-chief, David Webber, was influential in the play-by-mail community, even echoing into 21st century play-by-mail activities. The publication ceased suddenly in mid-1998 following the unexpected death of Webber.

CTF 2187 is a closed-end, computer-moderated, play-by-mail (PBM) game that was published by Advanced Gaming Enterprises in the 1980s. It involved teams of robots, of varying size and capabilities, battling on a hex-grid arena with the purpose of defeating the opposing team or their command post. Players assumed the role of a battle robot pilot. The game was tactically-focused, with combat action beginning on the first turn. Games lasted 5–10 turns, or about six months. Players began at the rank of cadet but could spend experience points earned from a completed game to increase in rank for future games, up to the rank of General.

Monster Island is a play-by-mail (PBM) role-playing game. It was initially published by Adventures By Mail in Cohoes, New York. Jack Everitt, the game designer, came up with the idea for the game in 1985. The game, which was open-ended and computer moderated, was active by 1989, expanded rapidly in North America, and within a few years had spread to Great Britain and Germany. By 1997 it was one of the longest-running PBM games. The game is currently moderated by the UK-based KJC Games.

Beyond the Stellar Empire is a play-by-email (PBM) game. Originally published by Adventures By Mail, BSE was an open-ended "space opera" with a single available game that began in playtesting in 1981. According to Stephen Marte, during the mid-1980s, like "Tribes of Crane and Midgard, BSE [was] the stomping ground of many of PBM's best power gamers". The game had two variants, one monitored by Game Masters who imposed artificial constraints, and another without constraints. Gameplay took place on a vast space stage where mega-corporations formed the dominant organizing framework, alongside various other groups that players could join to pursue tasks to advance, collaborate with other players, and progress to more senior positions such as space colony governors. Beyond the Stellar Empire placed #5 and #11 for Best PBM Game of the Year in 1987 and 1988, respectively, in Paper Mayhem, a magazine for play-by-mail games. In subsequent years, the game did not score well in Paper Mayhem reader ratings for playability, use, and product understanding. Beyond the Stellar Empire: The New System won the Origins Award for Best New Play-By-Mail Game of 1989.

It's a Crime is a play-by-mail (PBM) game initially published by Adventures By Mail in September 1985. On publication, it was an introductory PBM game that took place in New York City in the 1990s where players attempted to raise a gang leader to the position of Godfather. During its initial decade, gameplay was technically simple at the outset, but added additional possible turn orders if players progressed to higher levels such as "mob boss". The coordination and diplomacy among players added additional complexity to the game. The game won the Origins Award in 1986 for the Best New Play-By-Mail Game of 1986 and a second Origins Award for Best Play-by-Mail Game of 1989.

Lords of the Earth (LOTE) is a play-by-email game, first published by Thomas Harlan in 1983 during a growing era of PBM games. Initially played by postal mail, the game featured mixed moderation—computer moderated with some human assistance. By 2002, the publisher processed turns by email (PBeM). Lords of the Earth comprises multiple campaigns, each one a separate game. Campaign 1 is the oldest, set in the mid-1800s in the "Age of Air and Steam". Other campaigns begin from 2000 BCE to 1400 CE. Settings were global in scale, with one campaign featuring an outer space setting.

<i>Battle Plan</i> Play-by-mail wargame

Battle Plan is a closed-end, military strategy, play-by-mail (PBM) wargame. It was first published by Flying Buffalo Inc. in 1972, as one of the company's game offerings after Nuclear Destruction, the game that started the PBM industry in 1970. In August 2021, Rick Loomis PBM Games began publishing the game.

Adventures by Mail is a company that published play-by-mail (PBM) games. The company was founded in 1981. It published various PBM games including Beyond the Stellar Empire, It's a Crime, and Monster Island.

<i>Galac-Tac</i> Play-by-mail space exploration game

Galac-Tac is a closed-end, science fiction, play-by-mail (PBM) wargame. It was first published by Phoenix Publications in 1982. By 1990, the publisher had changed its name to Delta Games, and then later to Talisman Games. In 2010, Talisman Games changed ownership and transitioned Galac-Tac to a web-based game. It is still available for play by postal mail or email for those with web access challenges. The game has been updated as well as reviewed multiple times in its 40 years of active play. Various reviews in the 1980s and 1990s provided both positive and negative comments as well as potential areas for the game to improve. The game has been featured numerous times in the modern PBM magazine, Suspense & Decision.

<i>Victory! The Battle for Europe</i> Play-by-mail wargame

Victory! The Battle for Europe is a closed-end, military strategy, play-by-mail (PBM) wargame. The game was first published by Rolling Thunder Games, Inc. in 1991 after a period of initial growth in the PBM industry. The game centers on Europe while including parts of North Africa, the Middle East, the United States, and Canada. Forty players start each game with equal resources among countries, although geography causes differences between starting positions. Games last for about three years each. The game received positive reviews and rankings in the PBM magazine Paper Mayhem in the 1990s, including tying for second place in its Best PBM Game of 1995 list.

Warlord is a closed-ended, computer moderated, play-by-mail (PBM) wargame.

References

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