Getting Started in Quest

Before we get started in Quest there's a few thing we'll need, and that depends on how you fit into a group. Fundamentally Quest is played by two separate roles, the Game Master (or GM) creates the world the game takes place in in addition to the story and supporting lore, logic, characters, the Players then create characters that take part within that story, these are the characters who's decisions, actions (and inactions) drive the story (from a literature standpoint they'd be considered the main characters). Each member of this group will need a couple of things before we start.

The GM
As a base a GM should have access to:


 * D10s to form action pools for individual characters such as enemies and allies, and for Passive Checks
 * Notes concerning the setting, story and characters
 * Statlines for enemies and other characters, these don't have to be as in depth as character sheets, though individual character sheets for key characters can be helpful
 * A means to track Initiative in each round as well as the health of enemies and any effects they may cause

In addition while not strictly necessary it's worth having access to miniatures or other forms of tokens to represent enemies during combat as well as a place for combat to take place (this can range from a simple grid to tiles or other terrain all the way up to full blown boards of detailed terrain, it's up to you) and a means to measure distances if using miniatures (the combat section is split into 'Simple' for miniature free combat and 'Advanced' for more in depth rules)

The Players
As a base players should have access to:


 * Enough D10s for all their character(s) (as a base each character has 5 action dice), and for Passive Checks
 * Their character sheets plus any relevant notes for said character

In addition similar to the GM a miniature or token to represent your character(s) in addition to a tool for measuring and tokens to represent any effects you inflict are helpful