The following pages will explain how to control your party and the wide range of options available to you.
Game Methods
The game is operated by KJC using several powerful computers and a massive set of computer programs and a database many megabytes in size.
You should consider these the board or world in which your party adventures.
You do not need a computer yourself to play Quest, but if you have one you may like to use it to keep track of the masses of information you will acquire during the game.
Players in Quest control their party using a number of instructions or orders. These are entered onto a Turncard which is sent to KJC. A Turncard has space for fifteen different orders. Every time you submit a Turncard, you will be charged a fee but your first three Turncards for a new party are free.
The orders from your Turncard tell the computer programs what you would like your characters to do. Once they have been processed, a report is generated which shows what happened during your turn and anything else that may have occurred. This report is then sent to you.
You continue submitting Turncards for your party for as long as you wish to remain an active member of Quest. During your first twenty turns, as you are getting used to the game system and building your party, there are no limits on how fat you can have your Turncards processed.
However, different Quest worlds run at different speeds or as we call them, 'game weeks'.
Once you have reached turn 21, to keep a game fair, you will normally only be allowed to have one Turncard processed each game week.
Game Weeks are every 3-4 days, weekly, every ten days or fourteen days.
The length of your Game Week is shown on the top right hand side of your turn report.
If you would prefer a different Game Week, please let us know now so we can enter you into a suitable world as we can not move your party later.
Order Formats
This is the format or style that you need to send your orders so that they can be read by our computer programs.
They are fairly straight forward, normally consisting of a letter followed by a few sets of numbers.
On the following pages, aspects of the game are described in detail, followed by the order format and an example of each.
Similar things in Quest have similar number ranges. You don't need to bother too much with these now; it will become much clearer as you play the game.
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As you can see from the above, some things, such as monsters and items, have both a type and an individual item number.
This is because there is a general number that covers all things in that category, e.g. Orcs are monster type 818 but an individual Orc group will have a unique monster number, i.e. 3451.
Starting Quest
If you have already sent us your party name and those of your initial six characters, your first turn report should be with you shortly.
If not, or if you wish to start another bunch of characters off, you need to send us the information listed in the back of the rulebook.
There are several features built into Quest that will help you, as a new player, get established and quickly learn about the game. Your party is currently registered as a 'No Attac' party that stops more experienced players from attacking you. So it is fair, you cannot attack them either but if it is fighting you want, there are plenty of monsters to bash. And, if you are unfortunate enough to have a character killed, during your first twenty turns Temples of Baldor, found in most cities and some towns, will resurrect dead characters for free.
Character Races
There are many races living on Kharne but only four are suitable for adventuring, these being, human, elf, dwarf and halfblood (the result of a human and probably orc mating).
Other races are not generally allowed to enter towns and do not have the right combination of intelligence and skill to last long as adventurers.
While one race may not exactly love another, all races will work together in a party.