ABSTRACT

If adapting a narrative into a quest game can involve modifying game mechanics through scripting as well as actualizing the potential interactivity of a printed text, this potential for creative innovation within pre-existing narratives and games raises the question of whether designers might use similar ideas to create their own quests. The heart of effective quest design is the enduring power of secrets and mysteries, as well as the human desire to be initiated into these mysteries. There are many possibilities for the future of quests. Other trails of quest-related exploration include experimental indie tabletop games, including single-player games. A revival of interest in traditional heavy metal aesthetics also intersects with the occult and with swords and sorcery fiction, resulting in a surge of grimdark tabletop games, including Mork Borg.