Drinking Quest, the ‘original drinking RPG’ that emphasizes fun, wacky antics, ease-of-play, and sharing a few drinks with your friends (and your characters), was recently the subject of A Glimpse Into the Vault. In it I talked about the original version of Drinking Quest, as well as its two follow-up games and the Trilogy Edition that brought them all together. Towards the very end, I mentioned that Jason Anarchy, the creator of the series, was currently Kickstarting a fourth game: Journey into Draught. Shortly after the article went live Mr. Anarchy got in touch with me himself, wondering if I had any questions for him. Of course, I answered him in the affirmative, and we quickly got down to business: lessons learned over the course of Drinking Quest’s lifespan, what makes Journey into Draught a substantial addition to the series, and other/future projects!
Adventuring can be thirsty work, in-character and out-of-character. Many a gaming group shares a few cold drinks around the table as their characters slay goblins, loot treasure, and explore fantastic locales. The poor characters, meanwhile, have to wait until they get back to a tavern, and they can’t exactly share your drinks. Not only is that rough on the characters, it’s bad for morale. You and your characters are a team, after all, and you should be able to bond over your adventures, your tankards, and your hangovers. Not every sort of adventure gives you that chance: for this, you’ll need a Drinking Quest!