Brief Summary of Game Mechanics

From So You Think You Can Quest
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  • Note: This article will be updated frequently as game mechanics are developed and refined, eventually this article will split into multiple once extensive clarifications/rulings are necessary and available. *

Though it uses Dungeons and Dragons 5th Edition, So You Think You Can Quest is also modified beyond standard play (RAW) quite considerably by a number of factors both in and out of the context of the game setting of itself. These modified or "homebrew" rules, combined with the competitive nature of play, requires additional structural formatting in order to both organize and streamline the experience both for contestants and viewers. This article is structured as a catalog of these concepts in annotated form.

Object of Play

Have fun, play with good intentions.

"So You Think You Can Quest?" is at its heart a gameshow, the object of the game for contestants is to accomplish stated goals within the game world in order to win prizes. This way as contestants vie for resources and achievements there will be real and ever raising stakes at hand to make bold, clever, creative, tactical, and improvised decisions based on their surroundings. The game is being developed in order to create a gaming challenge unlike any other available in the world online or otherwise. In SYTYCQ, you will have to solve problems in an ever changing environment and narrative that uses hundreds (and growing) possible random encounters including but not limited to:

orcs, goblin, kobolds, drakes, undead, demons, devils, angels, elder creatures, thieves, mercenaries, soldiers, merchants, kidnappings, supernatural weather, soul-rending antagonists, murderous revolutionary circus monkeys, con artists, pick pockets, ruffians, knights, cursed knights, sentient swords, elemental creatures, pesky salesmen, underground gambling societies, corrupt officials, corrupt peasants, murderous versions of almost every conceivable object or creature, fantastical forest critters, grave sites, stables of magical steeds, underground ruins, above ground ruins, mage towers, ancient artifacts, pieces of alien material, ancient history, goddesses, mysterious languages of power, philosophical dilemmas, innocent bystanders, rude people, desperation, madness, starvation, paranoia, magic armor, charms, enchantments, spells, allies, lore, quest-starts, treasure, glory, opportunity, and adventures of a lifetime if you can survive long enough against and uncaring world to successfully overcome the root of all evil that plagues both the town and perhaps maybe even all of reality.

Using your solutions to problems presented you will grow in experience and resource be able to be there when your team achieves increasingly more difficult tasks for prizes of increasing value. If you character dies, you are out of the game, but invited to stick around as there is no limit on how many times someone can play, the only limit is the size of the player roster. If your issued character dies, and there is anyone currently waiting in the player behind you roster, you will be removed from play until a time you are re-selected for play and issued another character.


The articles across this wiki will all address different aspects of the game and its mechanics itself in finer detail, for the sake of compiling a resource for new players, here are some things to keep in mind as you learn more about the nuances of the game in descending order.

  • This game takes place in a unique and exclusive fantasy setting entirely created for the purposes of the First Season of SYTYCQ.
  • While many familiar fantasy creatures will be present, the statistics provided in game manuals are not in anyway related to their statistics in SYTYCQ.
  • The world it takes place on is named [Aedalon]
  • The continent players start on is named Nemithera
  • The remote town atop which the dungeon is perched is [Hope's Rise]
  • You're adventuring company is known as the [Guild of Mazes]
  • This is [What You Know]
  • You will start with a basic pack of supplies, a small amount of gold, and close to other players.
  • Every 8 hour rest period, or overland travel exceeding certain distances across certain areas of the map will trigger Encounter Checks, determining what you will run into as you attempt to complete your quest.
  • Encounters ranges from tightly scripted to loose concepts designed to be modular towards ever changing circumstances of the game world
  • Expect Anything
  • It is more dangerous to travel: at night, certain sections of the wilderness, farther from town, in certain sections of town, at certain times of day, or without considering your actions.
  • Encounters are in no way gauged to your level or relative resources, they may be extremely beneficial or extremely mismatched to your ability to defeat them.
  • Caution is advised, but stagnancy will get you removed from play or at very least, left behind.
  • You are stronger together than separately

General Rules

  • There are 5 player slots available for play
  • If you cannot attend, you lose your player slot and potentially your character.
  • The 5th player slot is reserved as discretionary for anyone, and a seat in it is not guaranteed based on attendance.
  • All items on a character at time of death are forfeit to their companions, all items lost and unaccounted for risk never returning to the game, unless they are otherwise noted to be permanent.
  • Player versus Player treachery is available, but ill advised.
  • Character Classes are unlocked through play, all will not be readily available.
  • You cannot have two of the same class in the same adventuring party
  • Experienced earned towards leveling does not roll over if the level cap is reached.
  • The level cap for adventurers is based upon the current [Quest]
  • The environment is fluid, to an extent randomly influenced by many possible variables, and reactive to player actions.
  • 15% of all donations go directly into the prize pool for the current [Quest]
  • 10% of all donations go directly to rotating charities.