New Player Guide

Playing the Game

Before the Game

Each game begins with check-in, where you register and pay for the game. (Quest's minimum age is 18; bring ID to prove your age.) If this is your first time as a player or "PC" (Player Character), you will also create your character here. You'll get a blank character sheet upon which you record the skills you want to buy, plus your character's name and other character information. You'll also write down your name, your address, and your contact information for our mailing list. If you need help making a character, feel free to ask the check-in staff. Any Quest participant should also be happy to help you make your character.

The person running check-in will check over your character sheet to make everything is in order, and then you continue with the rest of check-in!

Check-in consists of a number of stations:

  1. Money and Lore. You'll be given your character's game money. If you have the Lore or Sage skills, you will also be given sheets representing the knowledge that you've gained from that skill. There may also be informational sheets for other skills.
  2. Props. The next station provides the various props you may need. (You are welcome to buy or make any of these props for yourself instead of borrowing them from Quest.) There are spell books for people with the Magic skill, plus whistles and spell components for certain spells. You will also pick up props such as "spirit veils" (to show that you've been killed), reality flags (to show that you're "out-of-game"), make-up (if you're playing something other than human), and cards to represent certain skills such as Stealth, Status, and Quicktalk.
  3. Weapons. Next is the weapons station, run by one of the Weapons officers. You don't need to make or own your own weapon; Quest will happily loan weapons to anyone with the Weapons skill (and there is no rental fee). Quest can provide you with dirks, short swords, plain swords and long swords. And any character, whether or not you bought the Weapons skill, may check out a foam-only (aka "wimbly") dagger, because those do not coast any character points to use.

Lastly, there is often loaner garb for players who have not yet been able to make or purchase garb of their own — but we encourage you to bring a simple costume of your own (see Costuming above).

After check-in, one of the Weapons staff will run the Weapons Workshop to brush everyone up on the combat rules. Usually, the Game Masters (GMs), the people running the game, will also make a brief announcement or two at this point.

Finally, the game begins, and the players enter the game!

Action!

Once the game begins, PCs and NPCs (Non-Player Characters, the characters portrayed by the game's staff) alike get into character. Everyone leaves behind their usual personalities, and takes on those of their characters. The game location will be transformed into a medieval fantasy setting — with a little bit of set decoration and a little bit of imagination. Characters mill about, chatting with friends, making acquaintances, enjoying food and drink, and pursuing the game events.

At their first game, some players find that that they don't get very involved in what's going on. This is okay — it may take a game or two to feel really comfortable, and to feel like you know what you're doing! Take your time, and watch what goes on. But in the end, what you do is up to you and your imagination — don't feel like you must behave like everyone else, or go along with them.

Most games have some specific plot going on that the NPCs run, playing various characters and interacting with the players. Our evening-long events typically have check-in at about 5:00pm and finish around 11:00.

Stuff You Don't Understand

During the game, there may be points in the game where you don't understand something. For instance, a scroll might mention "stone-wights", and you don't know what that is. Don't feel out-of-place; it doesn't mean that everyone else around you knows what that is, and you're the one left out because you're the new player. In fact, a lot of Quest events involves discovery and mystery; the other players might not know what a "stone-wight" is either, because the game is about figuring that out. At other times, special information will be given to people with certain skills (such as Lore or Sage), so people without those skills aren't supposed to know what stuff means right away. So if you don't know what something means, don't think it's because you're not experienced enough! And remember, your character can always ask another character what a "stone-wight" is!

Staying “In-Character”

The game is more fun when everyone's immersed in their character. Try to stay "in-game", speaking as your character, not as the player. For instance, if you need something clarified, try to have your character ask the question, rather than having the player ask. (If there's simply no way to ask the question "in-game", pull a staff person aside so that you don't disrupt the other players. Put a fist on top of your head to signify that you are "out-of-game", and then ask your question.)

Sometimes there will be people on staff wearing a black hood that covers their face. We call this a "shadowface", and it means that the person isn't actually there "in-game". Think of them as the stage crew, running the scene but not actually part of the story. Your character doesn't see these "shadowfaces" and doesn't interact with them.

Once It's Over

Once the game is over, you'll need to check out. You return anything you have borrowed from Quest — weapons, clothing, coins, spell books, and the other props.