Advanced Rulebook


The explanation of how moderation works makes up the majority of this rulebook. Some players may be familiar with much of the information and the concepts contained within, even if this is the case it is highly recommended that this book be read in its entirety to ensure nothing is missed. Some of the information in this rulebook is even useful to players who do not play in the moderated worlds.

In addition to information about moderation there are overviews of the races, professions, how 2nd Age combat works as well as many new orders that allow for more to be done in the game.


The following abbreviations are often used in the rulebook and by players in the game:
  • GM is used in reference to the Games Master, the person that controls the running of a game world.
  • IC is used to clarify when a message is In Character, referring to game world events.
  • OOC is used to clarify when a message is Out Of Character, referring to real world events.
  • PC is used in reference to a Player Character. A PC is a character controlled by a player.
  • NPC is used in reference to a Non Player Character. An NPC is a character that is controlled by the Games Master or by the Quest program. Thus a player does not control the character. The Quest program NPCs can be interacted with via normal game turn orders, but it is also possible to interact with them via moderation.
  • SA is used in reference to a Special Action.
  • FA is used in reference to a Free Action.
  • SQ is used in reference to a Special Quest.
  • XP is used in reference to Experience Points.
  • TG is used in reference to Thieves Guild.
  • MC is used in reference to Magic Cyrcle.
  • B&M is used in reference to Bankers & Merchants Guild.
  • COC is used in reference to the Moderation Skill Code of Conduct.
  • Settlement and Alliance names are often abbreviated in moderation; if you receive moderation results with an abbreviation that you are unsure of then before contacting the GM please first check the Alliance name or the Settlement name and see if it abbreviates to that. Settlement abbreviations should have the settlement number in brackets to help make it clearer.

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This rulebook has been designed in the format of a reference manual. Most of the sections are self-contained so as long as you understand the basic concept of how Quest: GME works then the other rules can be quickly found via the detailed contents and intuitive headings.


Role-playing is best summarised as make-believe. In Quest terms you decide what sort of characters make up your party. Common decisions that arise are:

  • Whether the party has a few central characters with their sidekicks, or whether all the members are important in their own way?
  • Is the party made up of vocal or quiet characters?
  • What theme does the party have?
  • Are the members driven by devotion to a God or belief, are they helping their home - be it new or old, or have they adopted a neutral stand and are just out to find adventure? What is the reason why the party ended up adventuring?
    All these and more besides are questions that stand out as you play the game. They do not need to be answered straight away; some players prefer to get a feel for the world first.

Once you have decided how the party is made up, you can start to get more involved in the role-playing that goes on, as now you have a direction and thus will find it easy to interact with other parties on a social level. A lot of the role-playing aspects you decide on will help with any moderated aspects. It is best to decide on one of the characters to be the leader/central-point of the party, as other players often find it confusing when trying to talk to a party that has appointed several leaders/spokespersons. In addition it can be hard to consistently role-play more than one character, although some players are very adept at doing it.
There is more to role-playing than this, but this much detail will suffice when you start playing Quest.


The moderated worlds have different details and histories that are ever changing, so no information is given here about the individual worlds. Each world is referred to by its own name, but also sometimes by a common name, Kharne.An important consideration to remember is that the worlds of Kharne are not those of medieval Europe, or any other Earth location, which many fantasy settings use as a basis. With the existence of Gods, magic, monsters and other races besides Human, the land and the people are quite different to that of Earth's history.Moderated worlds are fully fleshed out places, settlements are named, Thieves Guild, and Temples, etc all have leaders and set power structures. Via moderation, which includes both NPC and player character actions, aspects in the world can change.previous pagenext page


The following are things to remember when you are working out ideas/stories for your parties.

You should avoid ideas that involve any of your characters being anything powerful or special like an important Priest, a veteran hero who participated in a specific battle, a powerful mage or anything similar to this. When characters start out they are not powerful, and unless you gain a character via moderation it is best to keep character ideas to a reasonable low-level origin.

In any of your ideas you cannot dictate world events; events have to occur via the use of moderation.

In any of your ideas you cannot use other players' character events such as involving their characters in one of your ideas unless you use moderation.

Please do not ask the GM for special leeway, as refusal often offends and the rules have to be the same for everyone

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