QuestWorlds review

🚨 Disclaimer: I’m ridiculously biased 🚨

I’ve been a huge fan of the HeroQuest system since its first iteration, Hero Wars, many years ago. Over the last two decades, I’ve used it for dozens of different settings, usually based on movies or books, and it has always been wonderfully adaptable. I don’t pretend to be objective – this system has been my go-to for narrative play for 20 years. Only Fate comes close to matching its flexibility, and even then, QuestWorlds remains in a league of its own.

QuestWorlds cover

What is QuestWorlds?

QuestWorlds is a rules-light, conflict-resolution RPG system designed for flexibility, fast-paced storytelling, and adaptable mechanics. It empowers players and gamemasters to focus on narrative over mechanics, allowing for stories that flow naturally while maintaining tension and stakes.

This game didn’t appear out of nowhere – it has a rich history, evolving through multiple iterations:

QuestWorlds carries the same DNA as its predecessors – fast, flexible, and story-driven – but now it’s more refined, accessible, and open than ever before.

The Game System: Simple, Yet Powerful

QuestWorlds is built around ability-based conflict resolution rather than task-based rolls. Here’s how it works:

Abilities, Keywords & Breakouts

Characters in QuestWorlds are defined by broad keywords instead of long skill lists. These keywords represent core aspects of the character, such as their profession, background, or a defining trait. Instead of having a rigid list of skills, characters use keywords flexibly to justify their actions in different situations.

Breakouts: Making Characters Unique

A Breakout Ability is a specialization within a keyword. It sets a character apart from others with the same general keyword by emphasizing a particular strength.

For example, imagine two Texas Rangers in a Western game:

Even though both characters share the same keyword by profession, their Breakout Abilities make them distinct.

Multiple Keywords for Layered Characters

Characters are not limited to just one keyword – they can have multiple, creating more depth and versatility.

Let's see an example:

Anna Vorchislav, High Exorcist of the Kindgom

By combining multiple keywords and breakouts, QuestWorlds avoids rigid skill lists while still allowing for differentiation and specialization. Characters feel broad yet distinct, and players have freedom to define their strengths.

Conflict Resolution: The d20 & Resistance Levels

Instead of rolling for each individual action, you roll to resolve entire conflicts – whether it's a duel, a negotiation, or a chase. The roll determines not just success or failure, but how well or how badly things go.

Modifiers are minimal — assistance, obstacles, and situational advantages tweak rolls, but they never overshadow storytelling.

Degrees of Success & Failure

QuestWorlds doesn’t just use a simple pass/fail system. Instead, the difference between the player's successes and the GM's successes determines how well or how poorly a conflict is resolved.

Possible results include:

This system ensures that every conflict moves the story forward – even failures create interesting new directions rather than just blocking progress. It also makes sure that small differences in rolls matter, giving more nuance to success and failure.

Augments, Boosts, Stretches & Flaws

In QuestWorlds, conflicts aren't just resolved by rolling against a single ability — abilities can interact with and support each other. This allows characters to combine their strengths, adapt to challenges, and even face disadvantages in meaningful ways.

Augments & Boosts: Enhancing Your Chances

Characters can augment their main ability in a conflict by using a related ability to gain an edge. If a supporting ability makes sense in the narrative, it can boost the main roll by a small but significant margin.

For example:

Boosts and augments encourage creative problem-solving, letting players use all aspects of their character rather than relying on a single ability. However, a supporting ability should make narrative sense – the GM and players should ensure that the augment fits the situation rather than being a mechanical loophole.

Stretches: Pushing an Ability Beyond Its Limits

Sometimes, a character will attempt something that partially fits one of their abilities but is outside its normal scope. This is called a Stretch – the action is doable, but at a disadvantage.

For example:

Stretched abilities incur a penalty to reflect the difficulty of applying them to a broader or unfamiliar context. This encourages players to think carefully about their abilities' scope while still allowing them to attempt bold, creative actions.

Flaws: Built-In Weaknesses that Make Characters Interesting

Characters in QuestWorlds aren’t just defined by what they excel at – they can also have Flaws, which act as negative abilities that create obstacles and add depth to their story.

Flaws can be invoked by the GM to make situations more challenging. This use comes into play naturally in the narrative – for example, a character with Bad Liar might struggle in deception-based conflicts.

Flaws can also provide interesting roleplaying opportunities, forcing the player to find creative solutions to work around their weaknesses.

Examples of flaws:

Since flaws function like any other ability, they can be used against a character in conflicts, making challenges more dramatic and meaningful.

A System That Encourages Creativity

By combining Augments, Boosts, Stretches, and Flaws, QuestWorlds allows for rich, character-driven gameplay. This makes every conflict a dynamic and evolving challenge, where players think beyond a single ability roll and instead engage with their entire character’s strengths and weaknesses.

Bonds, Relationships & Long-Term Play

In QuestWorlds, bonds and relationships are abilities like any other, meaning they can be used in conflicts, provide advantages, and evolve over time. Instead of tracking static values like "loyalty points" or reputation scores, characters develop meaningful connections that influence their successes and failures in the story.

These relationships can change as a consequence of actions, victories, and defeats. Winning a conflict might strengthen an alliance or earn a character a new patron, while failing might damage trust or create new enemies.

For example:

Just like any other ability, bonds, rivalries, and reputations can be used in conflicts to sway outcomes, improved through victories and strengthened by the character's actions or weakened or lost due to failure, betrayal, or changing circumstances.

This dynamic system ensures that character progression isn’t just about personal power, but also about the evolving world around them – where alliances, grudges, and loyalties shape the unfolding narrative.


⭐⭐⭐⭐⭐ A Masterclass in Narrative RPG Design

QuestWorlds is, hands down, one of the most flexible and accessible narrative RPG systems available today. This edition refines and clarifies the mechanics, making it easier than ever to adapt to any setting, genre, or playstyle. Whether you enjoy freeform storytelling, structured tactical play, or something in between, QuestWorlds gives you the tools to make it work seamlessly.

Flexibility Without Complexity

The system is built around conflict resolution rather than task resolution, which means the focus stays on meaningful story moments rather than granular dice rolls. It’s a game that gets out of the way and lets you tell the story you want, without sacrificing depth or tension. The way difficulties scale dynamically and how character abilities are defined with player-driven keywords make it one of the most adaptable RPG engines out there.

A System That Adapts to You

One of the standout aspects of this edition is how well it embraces multiple playstyles. Whether your group prefers collaborative storytelling, more structured play, or even simulationist elements, QuestWorlds supports all of them. It's a system that molds itself to the table, rather than forcing the table to mold to it.

Crystal-Clear Rules with Tons of Examples

Previous versions of the game had a fantastic core concept but sometimes left new players unsure how to apply the rules in play. This edition fixes that. The book is full of concise explanations, step-by-step guidance, and examples from various genres, helping both new and experienced players get the most out of the system. No matter what kind of story you want to tell – fantasy, sci-fi, historical, pulp, or something else – this book shows you how to make it work.

Perfect for Setting Creators

The Genre Pack framework is a game-changer. It provides clear guidelines for designing your own settings, making it easy to craft new worlds that fit the system’s strengths. If you love homebrewing or want to publish your own RPG content, QuestWorlds makes that process intuitive and structured.

Open and Future-Proof

Another huge win is QuestWorlds being released under the ORC license with a full System Reference Document (SRD). This means that the system is truly open, ensuring that creators have the freedom to build upon it, expand it, and use it in commercial projects without legal headaches. For anyone looking for a foundation to create their own RPG setting, QuestWorlds is one of the best choices available today.

Final Verdict

The QuestWorlds Core Book is more than just a great RPG—it’s a toolbox for storytelling, a platform for creativity, and a refined evolution of one of the best narrative RPG systems ever made. Whether you’re a GM looking for a new system, a designer crafting your own world, or a group of players who want a game that truly adapts to your style, QuestWorlds delivers.

💯 Five stars. Absolutely recommended.