Professional Documents
Culture Documents
A letter-writing roleplaying
game for a single player
ISBN 978-0-244-99328-3
Contents
Foreword 4
What is Quill? 5
Characters 7
Rules 16
Scenarios 22
Letter Parchments 27
3
Foreword
I want to thank you for For fans who have already
taking an interest in Quill, played the scenarios, you
my weird little game that will notice a few little
turned out much better than tweaks to a couple of Rules
I ever dreamed. As of of Correspondence where
writing, Quill has won an the rule didn’t make a lot of
Indie RPG Award, is a sense.
Platinum seller on
DriveThruRPG and has Lastly, I just wanted to
spawned multiple third thank all the Scribes in the
party products that are all Quill community who
fantastic. Nearly every create new scenarios, blog
month I receive an email about their playthroughs
from teachers in colleges and just like to chat Quill.
and high schools who are You’re all amazing and I
using Quill as a teaching hope you like the new
aid, whether it’s to make a version, even if not much
new subject more palatable has changed.
or just to help kids get
reading. Scott Malthouse
June 2018
I’ve been overwhelmed with
the response to Quill and its
supplements (see the back
of this book) so I wanted to
give the rulebook a bit of a
refresher and a new lick of
paint. So what’s changed?
Not much, really. I have
clarified some rules based
on some questions I’m
commonly asked, added
some new art, layout, and a
rules summary, but pretty
much everything remains in
tact.
4
What is Quill?
uill is a roleplaying game of You can jump – you will be
letters for a single player - rolling to see how eloquent
you. This may sound quite you write and how much
strange for those of you you can impress your
who are already familiar recipient. In addition, you
with the concept of a won't be playing this with a
roleplaying game - ones group – Quill is played
where you gather around a alone. This may sound
table with friends to tell confusing at first as it is so
tales of orc-slaying and far removed from many
delving into ancient other traditional games on
caverns. Quill is a different the market, but through
concept altogether, but it Quill you will find the
remains one in which you, freedom to tell your own
the player, take on the role stories through different
of a character in order to scenarios.
achieve a goal. In a game of
Quill, you will take on the In a typical game of Quill
role of a letter-writer, who, the aim is to impress your
for whatever reason, is
recipient into responding
scribing a letter to a
recipient. Like other favourably to your letter.
roleplaying games, you You will accomplish this
have a series of attributes through deft use of language
that determine how well and presentation, rolling
your character can
dice to determine whether
accomplish certain tasks.
However, instead of having or not you succeed in using
statistics like strength or the right words, the best
wisdom, Quill characters descriptors and the most
have very special attributes beautiful penmanship. Once
– Penmanship, Language you have completed your
and Heart. Like in other
letter – one which you will
games, each attribute is
important and will be used actually physically write
to determine the outcome of yourself – you will count up
the challenges you face your total score and
along the way– but in Quill discover how your letter has
you won't be rolling for
been received.
combat or to see how far 5
What do you
need to play?
Very simply, you will need
at least three six-sided dice
(d6), some paper to write
on, a pen or pencil and one
of the scenarios from this
book or from one of the
supplements that are
currently available to world. After all, it’s your
download from the internet. own world - nobody else’s.
It might be a good idea to
go to your favourite quiet
spot and pour yourself a Setting up
nice hot drink before Before you begin, you will
playing. create a character. This is
the person that you will be
The setting embodying when it comes to
writing your letter. Each
Quill's default setting is character comes with its
Quillia, a quasi-medieval own strengths and
land with some light fantasy weaknesses, each of which is
elements. This is a green detailed in the next chapter.
and pleasant land where
Once you have chosen your
high kings reign over the
character, you must select a
peasantry, monks toll the skill. This skill will give you
monastery bells and knights an edge in play.
ride into battle on the
emerald fields. While the After noting down your
skill, select a scenario from
setting isn’t detailed in
the back of this book. Each
these rules, it’s likely you scenario has a different
can conjure this image objective and different
fairly easily in your potential outcomes. Once
imagination and, of course, you’ve done that, you’re
part of the fun is adding ready to play Quill.
your own details to the
6
Characters
Choose your Character
Before you play a game of Heart
Quill you will select a
Heart determines the sheer
character from the list
below. Each character has emotion and effort you
their own individual imbue in your letters. The
strengths and weaknesses. higher your heart, the more
These are represented by of your soul you can pour
the attributes: Penmanship, into your writing and the
Language and Heart.
more persuasive your
writing becomes.
Penmanship
Penmanship determines the
Each attribute is rated Poor,
aesthetic style of your
Average, or Good, each of
writing, how your quill
which determines how many
marks flow and the ability
dice you roll.
to leave a parchment free of
❖ Poor = 1 die
ink blotches. Good
❖ Average = 2 dice
penmanship can make a
❖ Good = 3 dice
letter look pleasing to the
eye of the recipient - the
best penmanship will make
a letter into a piece of art.
Language
Language determines how
eloquent you are, showing
how broad your vocabulary
is. Having a high language
score shows that you have a
fine grasp of your native
lexicon.
8
The Monk
The holiest of people,
monks come from all walks
of life, whether they are
rich or poor. Monks devote
their life to the teachings of
their deity, living a
secluded, quiet life in the
monastery. Monks must
take three vows that they
keep sacred - the Vow of
Poverty, the Vow of
Chastity and the Vow of
Obedience.
9
The Knight
10
The Poet
❖ Penmanship: Poor
❖ Language: Good
❖ Heart: Average
11
The Aristocrat
❖ Penmanship: Good
❖ Language: Poor
❖ Heart: Average
12
The Scholar
13
The Courtier
❖ Penmanship: Poor
❖ Language: Average
❖ Heart: Good
14
Choose your Skill
Now you have chosen your Augmentation
character, you need to You are an emotive writer
select a skill. Skills can be with the ability to describe a
used once per scenario, scene in such a way to
potentially giving you an transport the reader with
advantage when writing your language.
your letter. There are three Gain +1 dice to a Heart Test
skills in the game:
Inspiration
You are a born leader, with
the ability to use powerful
language to inspire others
in your letters.
Gain +1 dice to a Language
Test
Illumination
You have studied the art of
calligraphy and manuscript
illumination, able to
conjure incredible works for
art from the tip of your pen.
Gain +1 dice to a
Penmanship Test
15
Rules
Playing the Game
This section will explain You can augment words
how to play a game of with Flourishes to gain
Quill, from rolling your extra points and after every
attributes to totalling up paragraph you must make a
your Letter Score. Penmanship test to find out
how well presented your
A game of Quill begins with letter is.
a scenario, which you can
find further on in this book. It is entirely up to you what
The scenario sets out who you want to write in each
you are writing to and why paragraph, as long as you
you are writing to them (the are following the story
Profile), any special rules presented in the Profile and
that apply to that specific using the words in the Ink
scenario (Rules of Pot. Because the Ink Pot
Correspondence), and the contains more than five
words that you will be using words you can play the same
as part of your letter (The scenario again and write an
Ink Pot). entirely different letter.
17
The Profile The Ink Pot
The Profile is the first thing The Ink Pot contains all the
you will need to read. The words that you can use to
Profile details the recipient structure you letter in order
of your letter and a short to score points. Words are
explanation of why you are presented as such:
writing to them. You should Wood/Emerald Forest. The
refer back to the Profile first word is called the
when writing your letter. Inferior Word and the
second is called the Superior
Rules of Word. The aim is to fill
Correspondence your letter with Superior
Words, as these score points.
The Rules of
Inferior Words do not.
Correspondence details any
Note that sometimes a
special rules that the
Superior or Inferior Word
scenario contains. Such
may consist of multiple
rules will usually affect the
words or a phrase.
rolls that you make during
play. For example, one
scenario may have a rule
that because of the superior
parchment that you are
using you may roll one
extra die when testing for
Penmanship. Make sure you
remember any effects listed
under the Rules of
Correspondence.
18
How to Score Points The Flow of Play
There are three ways to In Quill you must write five
score points in the game: paragraphs, each containing
only one word from the Ink
❖ Use Superior Words Pot.
from the Ink Pot. A
Superior Word is When you want to add a
worth 1 point. word, you must roll your
Language dice – also called
❖ Be successful in a a Language Test. Any 5 or
Penmanship test 6 is a success – you can add
when you have a Superior Word to your
finished a paragraph. paragraph and gain 1 point.
A successful Anything lower and you
Penmanship test is must add an Inferior Word
worth 1 point. and score no points.
19
Flourishes Penmanship Tests
Flourishes add an adverb or Every time you finish a
adjective (i.e. a descriptive paragraph, you must make a
word) to enhance the word Penmanship Test. To do
you choose. For example, this, roll your Penmanship
‘stallion' could be dice, any 5 or 6 is a success
augmented to ‘white and you gain 1 point. Note
stallion'. To augment a that you can only score a
word you must make a single point per test, no
Heart Test before you roll matter how many 5s or 6s
your Language dice to draw you roll.
from the Ink Pot. To do
this, roll your Heart dice. Using a Skill
Rolling a 5 or 6 on any dice You may use a skill once per
is a success, meaning that scenario at any time. Just
you can add a Flourish to make a note that you have
the word. Flourishes are used the skill so that you
entirely optional. don’t use it again later in the
scenario.
If the word you have
augmented turns out to be a
Superior Word, you score 2
points for your
augmentation. If the word
is an Inferior Word, you do
not score any points and
must reduce your total score
by 1, representing a clunky
writing style.
20
Scoring
When you have finished your letter, total up your Letter Score.
Each scenario will have its own consequences section when it
comes to scoring, showing how the recipient responds to your
letter. Each consequence will be different depending on the
scenario, but the scoring is always the same:
Rules Summary
23
The Art Dealer
Consequences
Rules of Correspondence Less than 5 points: Christina takes great
offence to your letter and responds with
❖ Ms Bowbridge likes to be a scathing letter about your character.
impressed with beautiful She will not sell you the painting...ever.
calligraphy so you must take 5 to 7 points: Christina's response is
care. When making a mild, but she has obviously taken some
Penmanship test, re-roll the offence. She will sell the painting but for
highest die and accept the final double the price.
roll. 8 to 10 points: Christina is pleased with
your letter and responds
enthusiastically. She clearly has taken
little offence and will sell you the
painting.
11+ points: Christina is overwhelmed by
your letter and wishes to give you the
painting as a gift.
24
The Father
25
The King