One game design goal for OpenQuest was to be accessible and welcoming for gamers more familiar with a certain World’s Favourite Fantasy RPG. This is reflected in the default setting, which is very early-medieval period, has orcs, goblins, and other familiar fantasy races from myth and legend. But also, the system is at the simpler end of the D100 spectrum without losing any features. The OpenQuest main rule book is a complete all-in-one book with all the rules, a complete bestiary, an example setting and a complete adventure.

If you are curious about how OpenQuest would be a working alternative, you can check out the system for free via the OpenQuest System Resource Document.

We are also in the process of moving away from the OGL to a Creative Commons License, that third-party publishers can create their own OpenQuest content for adventures, supplements even whole games based on the OpenQuest System.  Previous editions spawned such great games as Cakebread and Waltons Clockwork and Chivalry, Crocked Staff’s Age of Shadow, and Osprey Games’ Jackals.

Also, very soon (I’m hoping within the next month or so), you’ll be able to pick up OpenQuest Dungeons, which gives guidance on how to use the OpenQuest Rules specifically for Dungeon Delves. Breaking new players (and Referees) into how OpenQuest works as a system, where it’s familiar, where it’s different and how to use the rules for familiar situations where

OpenQuest Dungeons, cover by Jon Hodgson