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QUICKDRAW
Introduction
Welcome to the exciting world of QuickDraw roleplaying.
QuickDraw is a third generation roleplaying game
designed to offer a loose and practical guide to the art
of narrative roleplaying. Through the use of this book,
and a bit of your own creativity, you will unlock new and
intriguing worlds, rife with possibility and adventure. You
will develop distinct and interesting characters to set
them loose upon these worlds, and enjoy an experience
unlike any other. Even if you are a seasoned veteran of
roleplaying, QuickDraw will still have something to offer
you and hopefully fan the fires of your imagination.
What is Roleplaying?
Roleplaying is a narrative art form that has been around
hundred of years. It is first developed in our childhood,
when our youthful imaginations make anything possible,
and it is evidently redefined in our maturity in how we
interact with our peers.
We have all of us roleplayed in some form or another,
even if we were unaware of this enigmatic term. From our
youthful experiments with “Cops and Robbers” to our
more practical approach of rehearsing conversations,
roleplaying forms an important part of our growth.
At its heart, roleplaying is the act of make-believe, of
pretending to be something other than we are, and
enjoying the thrill and excitement that this alternate
persona gives us. It is a narrative art form that allows
us to “experience” a story rather than simply tell it, as
we become the characters in the story, and imagine
ourselves in the situations they are faced with. As
a roleplayer, you will be able to create an alternate
character for yourself. This character will be your eyes
and ears, and sword and fist, in a make-believe world.
What is QuickDraw
QuickDraw is a set of guidelines that will help you to
tell a story through the art of roleplaying. It provides
information on how to create characters, and how to
use these characters to interact with the setting. It is
primarily there to act as an adjudicator. For example, if
you ever played “Cop’s and Robbers”, this might sound
familiar to you;
‘Bang! I shot you.’
The Rulebook
This book is divided into four sections with an index at
the back for easy reference. The first section is what
you are reading now and is almost at an end. After
reading this section, you should have an understanding
of roleplaying, and the premise behind QuickDraw.
The second section covers character creation and
will illustrate how to develop an exciting and in-
depth character for use with the QuickDraw system.
The third section covers the action of the game, and how
your characters can resolve their actions within the game.
CHARACTER
CREATION
QuickDraw • The Art of Roleplaying • 7
QuickDraw | Character Creation | Action | Directing | Index
CHARACTER CREATION
Character Creation
Example Introduction
Let’s design a Welcome to the QuickDraw character creation guide.
character called In this chapter, you will be introduced to the art of
Marcus Steele, a character creation using QuickDraw’s EGO system, a
night watchman who unique method of character creation that allows you to
was once a Captain design a believable and individual character to roleplay
of the Guard but within the fascinating world of your choice.
was demoted after
These guidelines are expandible and adaptable to a
a woman under his
variety of settings and character concepts. They can
protection was killed
be used to create Cast members and Extras, and can
by a serial killer.
consume an hour of your time, or five minutes of your
This character will
time, depending on the amount of thought and effort
hail from a Victorian
you wish to put into your characters.
Gaslight setting and
be our example
character to help Character Concept
illustrate the character The first thing you need to think about when creating
creation process. You a character is the Character Concept. The Character
can follow his creation Concept is the blue print of your character, a design
by looking at these guide that helps you to make decisions about your
side bars throughout character in regards to the character creation rules.
this chapter. Your character concept can be as simple as “a soldier”
or as complex as “a member of the Foreign Legion who
escaped persecution from Lord Duval after courting his
daughter”. The more detailed your character concept,
the easier it will be to adapt the rules to this concept and
create your character.
EGO
EGO is a character creation system designed to be
easy to use and allow almost unlimited possibilities.
Everything can be customised to create the character
that you most wish to play, while maintaining game
balance and simplicity.
Quirks
Quirks are the little idiosyncrasies that help to make
your character unique and add more depth. They are
usually annoying habits, physical disabilities, or social
Contacts.
Marcus’ Extra Info
Conclusion
Developing your character is an important process of
QuickDraw and one of the most rewarding aspects of
the game. Watching your character grow from their
humble roots to personal power is something that most
players really enjoy. Think carefully about how you want
your character to develop and why you want them
to develop in this way. Often, the nature of the game
sessions will determine the direction that your character
grows, but don’t let it over rule your character’s concept
or you’ll quickly be playing a character that you don’t
feel a personal attachment to.
QuickDraw is designed to allow you to create and
develop a character in any direction you desire, so let
your imagination run free and you’ll be surprised with
the results.
ACTION
ACTION
Introduction
Now that you have made a QuickDraw character, it is
time to figure out what all that stuff means, and how
it is used to simulate the cinematic experience of a
QuickDraw game. Please note that the QuickDraw
system is designed with simplicity, speed, and narrative
roleplaying in mind. It does not have a rule for how much
damage a backhanded wall flip punch with a knuckle
duster does. It does not need to. Rather, it presents a
series of guidelines for resolving the action that will crop
up in a game, and gives you the knowledge you need to
improvise, create a good story, and have a great time.
Units of Time
Time is measured abstractly in QuickDraw in order
to cater for various situations. There are essentially 4
measures of time as explained below;
Scene is a measure of time that encompasses the
entirety of the action in a single location whether it be
a room, a building, or the skies above a city. Once the
action moves to another location, the scene is over and
a new scene begins.
Encounter is a measure of time that encompasses a
sequence of action within a scene. It usually begins
once the characters interact with the object of the
encounter, and ends when they have either overcome
the obstacle of the encounter, or are forced to retreat
from it.
Sequence is a measure of time that encompasses a
single action taken by each character in an encounter.
Once all characters have taken an action, that sequence
ends and a new one begins. Often called a round in
other roleplaying games.
Distances
Distances in QuickDraw are also measured rather
abstractly. Essentially, there are four distances as listed
below;
Close Combat is a distance that allows a character to
engage in close combat with another character. If you
can spit on someone, or hit them with your body or a
melee weapon, you are in close combat distance with
them.
Throwing Combat is a distance that allows a character
to throw something at another character. If you can
throw an object at a character, you are in throwing
combat distance with them.
Ranged Combat is a distance that allows a character to
shoot at another character with a ranged weapon like a
bow or a gun. If you can shoot another character, you
are in ranged combat distance with them.
Line of Sight is a distance that allows you to see
another character, but not interact with them.
Tasks
Throughout the game, your character will make decisions
and perform tasks that will affect the environment, other
characters, and the plot. When the success of such a
task is in doubt, or it is being resisted or opposed by
another character or force, you will need to initiate the
QuickDraw rules in order to determine the outcome. For
Guts Hand
At the beginning of the game, after your deck has been
shuffled, you may draw a number of cards into your
hand equal to your Guts points. This is usually equal to
five. You may look at these cards. These cards represent
your character’s ability to push themselves and perform
heroic deeds at a time of your choosing. This will be
explained shortly.
Difficulty Numbers
Performing Tasks Challenging 1
When you wish to perform a task, the Director may ask Hard 2
you to play some cards. The amount of cards you can Very Hard 3
play is equal to any facets relevant to the task that your
character has. So if you wished to fire a pistol and you Overwhelming 4
possessed the Quality “Accurate”, the Job “Soldier”, Impossible 5
and the Knack “Pistols”, you could play three cards as
each of these facets would aid that task. However, you
must narrate the use of your Facets so that the Director
knows which ones you are using, and how many cards
you can play. The amount of cards you can play (how
many facets you can use) is called a Hand.
Hands
A hand is a number of cards you can play equal to
any relevant facets for the task you are attempting. For
example, you could have a Pistols Hand, which would
include any facets you could use to fire a pistol. It is
often a good idea to note down a variety of hands on
your character sheet for tasks that you think you will be
attempting often. These hands are different to your Guts
hand.
Playing Cards
You may play cards from two places, your deck, or your
Guts hand. When playing from your deck, you simply
flip up the top card of your deck so everyone can see it.
When playing from your Guts hand, you choose a card
to play from your Guts hand and place it face up before
you where everyone can see it. You may play cards
from either place in any combination. For example, if
you could play three cards, you could play all three from
your deck, all three from your Guts hand, one from your
deck and two from your Guts hand, or one from your
Guts hand and two from your deck. How you decide to
The Joker
Playing a joker actually counts as three successes
rather than the usual one. These successes are added
to your success total in addition to any other successes
played, as explained below.
Measures of Success
Each card played that equals 10 or above (10, Jack,
Queen, and King) or equal to the current wild card,
Failure
When you fail at an IMPORTANT task, you suffer a blow
to your Guts. What this essentially means is that you
must subtract one from your current Guts points and
by extension, your Guts hand. So if you currently have
Guts points of 5, they would drop to 4. You must then
immediately discard a card of your choice from your
Guts hand, and may only redraw your Guts hand to this
number until you have a chance to refresh your Guts.
This will be explained later.
An IMPORTANT task is usually determined by the
Director and is a task that could result in injury or
setback to you or your comrades.
Guts
Guts is a mixture of your character’s daring-do and heroic
Tests of Courage
Sometimes your character is subjected to experiences
that shake them and test their resolve. Things like
seeing a loved one injured, watching your dreams burn
to the ground, and being confronted by a hideous sight.
We call such experiences Tests of Courage.
When undertaking a Test of Courage, the Director will
set the difficulty of overcoming your fear of the situation.
This number is usually kept hidden from you. You
must then play cards from your Guts hand as though
you were undertaking a normal task, but you may not
play cards from your Hero deck. You can play as many
cards as you like from your Guts hand until they are all
gone. Each card that is equal to or over 10, or equal to
the Wild Card grants you a success. These successes
are compared to the difficulty set by the Director. If your
number of successes equal or exceed the difficulty, you
overcome your fear and may act however you wish. If
they are lower, your courage fails and you will react
to the situation accordingly, whether it be to cower in
terror, run away screaming, fall to the ground weeping,
or faint dead away.
The higher your Guts hand, the more likely it will be that
you will overcome your fear. The lower your Guts hand,
the more likely it will that your courage will fail.
Glory
The real measure of a hero comes from their Glory. You
can use Glory to complete tasks that would normally be
extremely difficult or even down right impossible.
There are a few ways to do this which are listed below;
Powering Up occurs when you spend a point of Glory
in order to make all your cards succeed. Rather than
playing a hand as normal, you simply spend a point of
Glory and declare that you are powering up. You then
add up all the cards you could have used. This number
is the number of successes you automatically gain.
Thus, if you could have played 4 cards, but decided to
power up instead, you simply spend a point of Glory
and declare 4 successes.
Overpowering occurs when you spend a point of Glory
in order to improve the hand that you just played. Your
number of successes are raised by 2. So if you had just
played 3 successes, but felt that you needed more, you
could declare that you are Overpowering, spend a point
of Glory, and add 2 to your 3 successes for a total of 5
successes.
Stunts occur when you spend a point of Glory to
execute daring manoeuvres. Simply spend a point of
Glory and narrate an appropriate outcome for your
action. This could include things like leaping from one
building to another, or running up a wall, dodging flying
bullets and flipping over the heads of your attackers to
land behind them, weapon at the ready. There are a
variety of stunts as detailed below;
Slow Motion is when the action around your character
slows to a crawl, but your character acts at normal
speed. Simply spend a point of Glory and you may take
a number of extra actions equal to your Glory before
you spent that point. For example, your current Glory
is 3. You wish to go Slow Motion so you spend a point
of Glory, allowing you to take 3 extra actions on top of
your normal 1.
Wire Work is when your character leaps about
performing acts of incredible acrobatics. Simply spend
a point of Glory and you may execute a number of
acrobatic manoeuvres equal to your Glory before you
spent that point. For example, your current Glory is 3,
you wish to do some Wire Work so you spend a point
of Glory. You may now execute 3 acrobatic actions such
as running up a wall, leaping across buildings, or cart
wheeling across a swaying rope.
Movement
At some point during the game, you are going to want
your character to move from one place to another.
Generally, it takes your character 1 sequence to move
from one range to the range either above or below it.
So to move from Close Combat to Throwing Combat
range it would take your character one sequence. Your
character may defend themselves while moving, but
may not attack.
If your character has a speed related Quality, they may
use that to move from one range to the range either
above or below it in addition to their normal action for
that shot. They may not use that Quality for anything
else in that shot. So if you had the Quality Fast, and you
wanted to move from throwing combat range to close
combat range, and then attack someone, you could
so as long as you didn’t use your Fast Quality for the
attack.
Combat
Combat in QuickDraw needs to highly narrative by
default. The rules don’t stand on their own, they need
to be elaborated by sweeping descriptions and derring-
do. Think of all the fight scenes in movies and novels,
how intense, fast, and spectacular they were. These
are fuel for your imagination and the potential of your
characters.
Initiative
At the beginning of combat the players each flip up the
top card of their Hero deck. For every speed related
Quality or Knack, they may add 1 to the value of the
card. The Director flips up a card from his deck for each
group of Extras involved in the encounter. Characters
act in order of cards from highest to lowest.
Edge
QuickDraw uses an Edge system to simulate combat.
Basically, at the beginning of combat, all characters
begin with no Edge. If one or more characters are
suprising/ambushing other characters, they begin the
combat with Edge. If the Cast are attacking Extras that
aren’t important villains, they also begin the encounter
with Edge.
The Director then flips up the top card of the Action
deck. The number on this card becomes the wild card.
This means you can play a card equal to this as if it was
a success, even if it is below 10. See the wild card entry
above for further explanation.
Characters face off and play their cards using relevant
Facets as described in the Performing Tasks entry
above. Whoever gains the most successes gains the
Edge and the loser loses a point of Guts. Once all Guts
points are gone, a character usually loses the will to
fight, and will either give up, faint, or break and run.
Weapons
QuickDraw uses no standard weapon statistics. This
is to allow players to customise their character to fight
and injure how they like. For example, if you wish your
character to use throwing knives instead of a gun, they
receive no penalty. The character is considered to have
enough skill with those knives to be as effective as a
gun. This may not be realistic but it is certainly narrative
and exciting, and that is the point of the QuickDraw
rules.
However, some weapons may be of such exceptional
quality that they provide a bonus to the attack of the
character using them. In such circumstances, the
Director will inform you of the bonus. Such bonus
cards are drawn randomly from the Action Deck. This
is illustrated in detail in the Director chapter. Some
weapons will also be able to affect multiple opponents
such as the spray of bullets from a machine gun or
shotgun, or the explosive area of a grenade or rocket.
The most important thing to consider when using
weapons are their narrative impact on the game. Firing
a rocket launcher at a group of opponents will likely
destroy any nearby structures and blow the opponents
into smithereens. Throwing a rock at the same group
Armour
Armour works very simply in QuickDraw. If you are
wearing armour, you are essentially considered to
have an extra Quality of Tough. This means that the
first physical damage done to you by someone with
Edge will remove this Quality, leaving you with your
normal Qualities intact. Basically, you can take one
extra “wound” before going down. However, once the
character attacking you loses the Edge, the Tough
Quality returns until they can gain the Edge back and
remove it. Armour is explained in detail in the Director
chapter of this book.
Vehicles
In some games, you will be driving, repairing, and
attacking with vehicles. Some vehicles will give you
a bonus card drawn randomly from the Action deck
when you undertake certain actions with that vehicle
depending upon the vehicle and the situation. Your
Director will inform you when such a bonus occurs.
Vehicles are explained in detail in the Director chapter
of this book.
Conclusion
And there you have it. The entire rules of QuickDraw
are now at your disposal. As you can see, they are very
simple, but do afford a wide range of possibilities. Feel
free to expand and develop these rules as you see fit.
The Director chapter will expand upon these rules and
offer alternate ways of resolving tasks.