Pitch & Gameplay- Quest for the Guffin

Prototype cards

Working game title: Quest for the Guffin

Elevator pitch: A simple off-the-cuff role playing game about a quest for a McGuffin and the story made along the way.

Target player demographic: Families and those new to role playing games.

Description: Quest for the Guffin is a story driven rpg meant to be enjoyable for inexperienced and experiences rpg player alike. It is meant to offer a easy environment for new people to learn to Game Master. The story is simple, there is something the player’s heroes (or villains) have to get and they need to figure out how to get it. Each character its own has special traits to be utilized in the story. At the Game Master’s disposal are randomly drawn cards meant to providing suggestions for where the story could go. Do you have what it takes to seize the prize or will your plans fall flat? Find out when you have fun crafting a story together in Quest for the Guffin.

Goal: Each character’s goal it to get to the McGuffin chosen by the Game Master while having fun interactions along the way. The Game Master’s goal is to loosely guide the story based on the player’s choices while making sure to provide the players with interesting opportunities to use their traits. Collectively, the group’s goal is to make sure everyone is having fun telling a story together.

Game bits:

  • 20-sided die (d20)
  • Character cards
  • Attribute cards
  • Event cards
  • Place cards
  • McGuffin cards
  • Guide pamphlet (for Game Master advice)


  1. The person who is sitting next to the last GM and/or has never been GM becomes the GM.
  2. Setup starts with all players except the GM drawing one character card and one attribute card. This will define who each player will act as and what special traits they have. Each player character starts with 5 health points.
  3. After reviewing the player’s character cards, the GM draws 1 McGuffin, 1 place, 1 character, 1 attribute, and 3 events. These cards are only meant to be seen by the GM with exceptions for the place and McGuffin cards. These cards serve as suggestions for the GM and are information that should be gradually revealed to the players.
  4. The GM creates a simple plot hook to get the story started based on the cards they have drawn. At this point the players are given time to plan. The player characters’ locations are far enough away from their end goal as to provide enough challenge.
  5. If at any point a character wants to make an action that can’t be done effortlessly, the GM can make them roll a d20. If this action fits loosely in the character’s nature (via trait or attribute) then they roll the d20 twice and take the higher number.
  6. On normal actions, rolling a 20 is a critical success, 11-19 success, 6-10 is a success at a cost, 2-4 is a failure, and a 1 is a critical failure.
  7. An attack is an action done to harm another character. When attacking, rolling a 20 deals 3 damage, a 15-19 deals 2 damage, a 10-14 deals 1 damage, a 2-9 misses, and a 1 deals 1 damage to the one rolling.
  8. When a character’s health points is reduced to zero, the character dies.
  9. The game ends when the players get the McGuffin or are unable to get the McGuffin. The story is then wrapped up.


Leave a Reply

Your email address will not be published. Required fields are marked *