Review Editing
Review of The Quest for Piptwynn'sScroll
The object of the game is to move your four "Questrs" up to the "Apex"
of the "Crag" to grab a scroll (excuse me, The Scroll) and return down
to the bottom of the "Crag" before the other player does. Sounds
pretty straightforward and a bit boring doesn't it? Just go up four
spaces and back down four spaces and you've won! Well...It's not that
easy. Each space, or grid, contains a different terrain type and the
possibility of an encounter with a beast to keep the player(s) on
their toes! What with unstable rock slides, dragons nests, sheer
cliffs, dreaded hermitages and more it's a wonder that a single Questr
could ever make it to the Apex!
Fortunately, the player does not have one Questr, but four (the group
name is called a Quad), each who may be of a different character
specialization! So your Quad of Beastmastr, Dansr, Skoutr, and
TekMage should at least be able to make it to the Apex, grab the
scroll and scoot down... that is, if another player's Herblist,
Klimbr, Magikr, and Protektr don't beat you to it!
Because the terrain of each grid is random the quest could be
staggeringly easy or insanely difficult, all depending on what the
terrain is, what beasts you encounter, and what Questrs you've brought
with you (provided your Herblist made the right potion this morning
and your TekMage brought the right Artifact Device for the Quest!).
Strategy is important, but luck also plays a big role.
Because the game is about questing up a mountain, Mr. Doster (the
author) reccomends building a Crag and procuring miniatures for a more
richly satisfying game experience. If you've got the game (as well as
the time and money) I second the suggestion. Of course for an even
better playing experience Mr. Doster also peppers the book with
suggestions to procure Universal Games special line of
miniatures and the Official Dousan dice! But, I suppose that's
to be expected from any company.
The instructions are clear and well written (even depite the fact that
the people in this universe don't believe in "er") and the game is
easy enough to learn while playing, yet still detailed enough to have
a different adventure with different challenges each time the game is
played. Despite the thinness of the book there is enough substance
within the book to be considered "meaty". Think of it as a cup of
Campbell's Hearty Beef Stew instead of a whole pot, plenty of
meat for the container! Also, an average game takes about an hour, so
it could be great for those who those gamers who have time on their
hands before the game, or a good lunch-break game (if your
office/school is enlightened enough). All in all the game is pretty
fun and best suited for two or three players (one player can get a bit
dull after a while, and the actions of four or more people at the same
time can get annoying).
Now how, or why, did RPGnet get their hands on this? What does
this have to do with Role-Playing? You may be asking. It's okay.
I asked myself the same question! All was explained, however, when I
saw the optional rules. One of their suggestions is for each player
to take the role of a single Questr in a Quad. And while I have yet
to try that option out, I am looking forward to it... just let me
finish gluing this tree down to make a Heavily Wooded Slope
Terrain.
Style: 4 (Classy and well done)
Substance: 4 (Meaty)

