Review Editing

Review of The Quest for Piptwynn'sScroll

Cute. That's really the best sum-up word for this game. Cute. The Quest for Piptwynn's Scroll is, at it's core, a board game with role-playing elements. Fortunately, however, it's a fun board game!

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)

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RPGnet Reviews1998-01-09 Shadow Sprite's Summary: Go to the full review for more information.

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