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Fan Club “Blog” #14: The heartache of Quinns Quest

I’m back from holiday! And BACK IN ACTION, working on Quinns Quest season 2. But I wanted to take an hour this morning to share something with you folks..

Readers, I’m heartsick.

I was walking home from the pub last night, slightly puzzled from a few pints of stout. I was thinking about what music to put through my headphones...

...and I decided to put on the playlist from my old Wildsea campaign.

This always launches my imagination back into that world like a psychic trebuchet. I click play and suddenly I’m there, back among the irrepressible treetops that contain a different, utterly cursed animal at every turn. Wandering the rickety walkways of towns unmatched in colour and warmth. Back aboard a ship full of wildsailors, those brave souls who know that the act of exploration is worth dying for, even if not a one of them could put their finger on why.

I do this all the time, putting on an old RPG soundtrack and just remembering like some ancient but happy octogenarian, lost to thoughts of a rich life.

Except this time, something went WRONG

Picture me, power walking home through frosty Brighton streets, feeling overexcited, dynamic, drunk...

...Except when I got home I realised that I’d spent the entire walk designing how I would begin a new, second Wildsea campaign. Drawing on all of my experience and enthusiasm for Wildsea after I’d had time to reflect on it, I was asking myself how I’d introduce players to the world if I was to do it all again, how I’d get them excited about it, how I’d breathe life into sailing with all of its tension and danger and knotty teamwork. In other words, I was daydreaming about how I might make this the most exciting start to a campaign my hypothetical players had ever experienced.

As I arrived at my front door, slightly out of breath, I discovered that not only was I in love with my own answers to these questions, I was even boozily thumbing my phone to choose an album for this prologue I was workshopping: Irish folk musician and flautist Brian Finnegan.

I imagined my players designing their characters in session 0, and then having a twist where as session 1 begins, we (surprise!) open on everyone's characters as children. We see them drilling to be wildsailors on a training ship in a drydock. We get a Kobayashi Maru-like test where the children have to decide what they might do when facing down their own death. This is followed by them being harangued in sequence by an ancient captain... when a sudden disaster means that these wet-behind-the-ears children and their woebegotten training vessel are the town's only hope to rescue a ship full of grown sailors.

Finally, at the end of session 1 we'd flash forward to the same children a few years later as the grown-up Wildsailors that they designed in character creation.

It was perfect.

Think about it! We see each player wrestling to master their station on the ship, which means when we flash to the present day we perceive our protagonists as likeably competent. We show the raw practicality and heroism that defines the Wildsea setting by having the community put children into danger for the greater good. The players get the thrill of a scene that shows they’re not ready to be sailors followed by a scene where they have to be sailors. The players get to imagine what their characters were like as children, which is a ton of fun, but also this flashback will bond them together enormously, so as we jump forward into adulthood they’ll be starting the campaign proper with very close, familial relationships that will make the scenes we do so much less awkward.

...And then my heart sank, because I realised how slim the chances are that I will ever run this opening.

Even though when I close my eyes right now I can see the technicolour, undulating trees of the Wildsea, I’m not sure when, if ever, I’ll be able to go back.

Because with Quinns Quest, my quest couldn’t be clearer: Find great TTRPGs and share them with my audience. And that's just not a journey that allows me to retrace my steps.

And as I write these very words at my wrap-around desk I’m surrounded by TTRPG books I haven’t played yet. When I designed my new desk I thought that would be inspiring. In reality it feels like being watched by a flock of carrion birds.

These fuckin' books are at head height above my monitor, they're at my back, even circling my knees; books I’ve read, books I need to read, and books I have read but if I am 100% honest with myself I need to read again.

There are designers who I am going to meet at conventions in 2025 who I know deserve a Quinns Quest review and the payday and the attention, and I just don’t know if I could hold their gaze if the reason I hadn't played their game was because on some level I'd succumbed to nostalgia.

Fuckin' nostalgia. That fetid cloud that chokes geek culture, preventing us from seeing the sunlight of new ideas.

It's nostalgia that means we all get stuck buying and playing D&D, and nostalgia that means games like The Wildsea don't sell or get made in the first place. But then what does playing The Wildsea ultimately leave me with? Another canister of nostalgia to huff like an addict, searching inside it for better days.

I'm sorry. It's just... this month marks the first anniversary of Quinns Quest, and it’s just become clear to me that this is going to be the real heartache this project. It’s going to be a long, bruising pattern of me falling head over heels in love with a TTRPG... and never being able to go back to that world.

Never being able to revisit those beloved characters, or show the game off to new people and see what story they tell with it, or to simply use everything I learned in the first campaign to take the experience to even greater heights.

Never being able to see if I can make the game really soar.

On the other hand, cry me a river, right? I know the TTRPG community is practically defined by the misery of GMs and players who can only read these books and dream about being able to play a campaign once, let alone twice. Better to have loved and lost than never to have loved at all, right?

And I do still believe with all of my soul that the most rewarding way to engage with this hobby is to be constantly exploring new TTRPGs with new ideas, new fantasies and new rulesets, rather than getting stuck on one game. It makes for better GMs, better players and better campaigns.

But maybe let’s you and me be realistic. There's a reason that the most common way people play TTRPGs is to pick a game, like D&D or Blades in the Dark, and then just persist in that world forever.

And isn’t it because they’ve fallen in love?

And then by contrast, what does that make Quinns Quest?

Just one long goodbye.

Fan Club “Blog” #14: The heartache of Quinns Quest

Comments

Had a similar idea for a fantasy campaign starter to have everyone design their characters and then session 1: they’re children in a terrible, haunted orphanage that they have to break out of.

Micah Clemence

haaa, I love this guy’s write ups…*leaky eyes*

Evthys _ Estraven

Just spitballing here Quinns - I'm not sure how often you get to be a player but, it seems to me as though you could use it. I mean you returning to some games you've loved in a "non official" capacity, as a player. I'm sure you could find a patron who would love to plot something like that out with you 🙂

Zephyr

Hey, I'd listen to that.

Ryan

This is so wild. Just YESTERDAY I was thinking about starting my Wildsea campaign with the players as children! Except, I'm trying to build this into the session 0 / character creation. I've never played an RPG before but intuitively it makes sense to me that a character's motivations and drives would feel deeper and more "real" if they stemmed from childhood experiences.

Mathew Haine

Hey, I would absolutely love a return to Wildsea as a Lets Play or a recap of your campaign! I would almost rather that then a review of a new TTRPG that I honestly probably won't get a chance to try.

Kagan Morcom

So eloquently written. Nothing further, your Honor.

Yancey

Life in every breath. Eternity in every dice roll. We get one shot at everything. Even a rewatch or a reread or a new campaign in an existing world is a new experience as we're not quite the same person who watched/read/played that the first time round. The thing about nostalgia is not just a longing for something we loved, it's a longing to be someone we're not anymore as we've grown up. Nobody gets to go back. Nobody gets a redo. That's the heartache of being alive. You have no obligation to the creators of games or the players of games other than the obligations you choose to feel. I don't expect you to do this wonderful thing that you do, but I am grateful and joyful that you do.

Amber Hammerfist

You do have an enormous and unfair responsibility to bear for the success or effective non-existence of the RPG products you review, but I do want to point at your mission statement now though: "To get more people to leave Dungeons & Dragons to try different games." Quinns, I want to see videos talking about your awesome campaigns on your main channel. I want to hear how the system came together to produce reactions from your players and cool stories. And I think revisiting systems might provide a huge value for this mission. Your brief mention of your Lancer campaign sounded so cool that it convinced me to try the system far more than your review did. That got my imagination racing about how cool a campaign of it could be more than hearing you talk about the tactical combat. The thing with having F1 crews dedicated to fixing up the mechs whilst being on a giant Sandwalker thing, OMG my brain just caught fire. I immediately thought of the video game Homeworld and the clans, and how you could integrate that sort of dynastic system into a fucking awesome odyssey across- You get the picture. My favorite parts of your reviews are when you talk about what your players did and how that made you feel. Don't get me wrong, your system reviews are very exciting. But I suspect they are mostly exciting to people who are already willing to branch out. I think the more "campaign story" type videos could be a really strong companion for reviews you've already done, or are thinking about doing. In any case, I hope some copycats pop up soon to help bear the weight of the world :P

SwissCheese

Every time you write something I learn another way that this crazy TTRPG thing is a treasure trove of human experience - not just fun, but emotion and introspection as well. I expect whatever direction you carry on with, both for Quinns Quest and your personal adventures, some sadness will often be present. Sadness needs comfort, and its gift is acceptance. I wish you both of those things. Thanks for sharing the feeling and telling the truth of it.

Benjamin Brewer

What if you picked one game per season (independently of whether or not it was awarded the trophy for best game), and you rewarded yourself with an indulgent revisit for a handful of sessions? It could be a second form of recognition for that game as well: “X game was clearly the best, but the game I’m going back to play next month is definitely going to be Y because of REASONS.”

Ash

We love you because of your passion for these games. I think the show's goal of exposing people to other rpg options is noble and wonderful, but I don't think it precludes you digging deeper into some of your favorites. I would love to see you use these kind of inspirations for actual plays or maybe for a more in depth video on starting a campaign in that system. If you want to help people actually play these games I think a video, where you talk about how you would go about setting up a campaign for some of these games, would be really helpful. Whatever you end up doing please don't chose a path that leads you away from the passion you clearly feel for rpg games, even if it means bending what you think the path for the show should be.

Dorian Zaharia

Maybe you can turn your yearning into something though. Perhaps a season of revisits, with things you've learned or what advice you had that only comes from a second run or even like feedback for Devs to build off of to maybe refine or make modules. While you gotta be careful a project doesn't sprawl too much, it s still early and I think from a lot of the comments that we're willing to see you experiment too.

Tower Lachesism

I am literally paying money in the hope that this happens!

Ads

Sadly we're lucky if we meet up once a month due to people's commitments and schedules, so it wouldn't be realistic to chop and change. If I ever find myself with the free time I've considered taking a second group on to run two systems at once, but that can be hard to make work. Appreciate the suggestion though, there's always something new to try!

Sasquatch

I think, as with any good quest, it can be good and beneficial to get sidetracked every now and again. Occasionally that’s what makes the best parts of a quest!

Hayden Stevens

Not sure how often your game group meets. Mine meets every two weeks, but we opted to split our time between an ongoing campaign of Wildsea, and a second where we all take turns running oneshots/ short campaigns of other RPGs to at least try all these different systems.

Tony Molinet

Or it could make Quinn's Quest the equivalent of a thriving solopolyamory lifestyle, always interested in meeting new games yet holding on to those ones that you seem to want to return to. 😊 Honestly, though, follow whatever you find inspiring! That was what shines though from QQ after all, inspiration! I get there's pressure from what your reviews might mean for the creators' games you're about to review, but ultimately they're still just reviews, and not worth misery. If Quinn's Quest S2 suddenly ends up being eg. half of returns to previous games from new angles, and half new games, I'm sure people would still be delighted to watch it as long as it's done with inspiration and passion. Take care of yourself! 💜

Tiiu

Just like actually playing the games gives you more insight than only reading the rules, playing a game multiple times gives you more insight than only playing it once! Some games are great one-off experiences where others would facilitate far more stories, and of course the majority falling somewhere in-between. Also some mechanics that might not work for you during your first time running a game might be great when you're expecting that the next time you try. You also might feel more capable of making small tweaks for your own play experience in additional games than you would in your first one because you're expecting to review it and want to focus on the game as it is.

Wverms

Always a matchmaker, never a match? I think of relationships with RPGs as less like a monogamous romance, and more like a circle of friends. You can have many friends at the same time without it being an issue other than it being hard to find time to see them all. :D If you can, I'd say it's wise to find time to play/run some games that aren't for us, your adoring fans, but just for you and your playgroup. If that's games you've already reviewed, and you're revisiting in pure leisure time, that's great. If it's games that are new to you but which you don't intend to review, and you're playing in pure leisure time, that's also great. Take care of Quinns, he's the reason we love this quest.

Benj

Echoing everyone else here Quinns, you've got to follow your heart sometimes too. The truth is no matter how many TTRPGs you get through, there will always be more on the pile, and you could never give them all their due if you flew through them fast enough to keep up with them all coming out. It's easy to think on that and despair, but if you can push through to the other side of that I think there's a certain freedom in accepting that this is another way in which the journey is the destination. I'm sure I don't need to tell you what tying passion to livelihood does to your perspective whenever you consider something like this, but maybe this could be an opportunity to dig into the Storm and Root supplement for Wildsea, or even just another blog post down the line giving us a window into the sessions and notes that made up campaign 2. I don't think that you simply have to make peace with never returning to a game you've played before. I think from both a personal and a professional perspective there's a lot of value in occasionally revisiting the hits, both to refresh yourself on why this or that worked, remind yourself of systems that may have gotten a little dusty in your memory, being pushed to the back of the cupboard by all the new ones crowding in, and provide new points of comparison now that you have the context of a whole new slew of other systems to think on. Also I want to play a Wildsea campaign too, but my game group collectively voted for Mothership and I'm not mad about that in the slightest but I am occasionally pining for the campaign that could have been. So consider it a personal favour if at least one of us gets to run Wildsea in the next year, hahaha.

Sasquatch

Which books will I never read? Which movies, which games? Ars longa, vita brevis... I don't think returning to the places we once loved is merely a nostalgic move. Perhaps the system still holds stories we want to tell—sometimes we revisit books because they reveal new aspects of ourselves. Not everything is about novelty, even for a critic. I understand that you bear this burden, but maybe it's not entirely yours to carry. This channel is super successful, yet perhaps your ego is telling you that the financial and creative future of many designers rests solely on your shoulders. I'm trying to say this with love: that's not the case. Besides, even if it were, it wouldn't matter because you're not disposable. You are not just a tool for the TTRPG world that will eventually break from overuse—you are more than a financial boost and far less like an Atlas holding up the entire TTRPG universe. If you're truly concerned about the sustainability of this channel, focus on nurturing your own desire to keep playing what you want, not just what you're supposed to play. You might even create some great content from those experiences.

Fernando Barajas

Well that's sad! On the other hand though what you do create is thousands of people around the world playing that game you love. a thousand little quinnses

Carrot

I feel ya Quinns. But surely this is a familiar dilemma after years of board game reviews, and the need to constantly generate content? This is the pain of podcasting, or more broadly, turning your passion into a business... which crowds out time for the passion.

Trent J Swindells

To be honest, I think that returning to Wildsea could in itself be helpful to viewers, even if you miss out on reviewing one other game. I know I'd love to hear your thoughts about how to run multiple kinds of campaign in a single system, or how to run longer campaigns than what you've been doing so far. It might not lead to a review, but it also saddens me that the main YouTube channel doesn't ever get any of your incredible advice videos which are honestly some of the best I've found online. Or who knows, maybe you could run your new Wildsea campaign once the Tooth and Nail expansion comes out at the end of the year (🤞), and review the expansions alongside revisiting the campaign?

Anthony

I agree. On top of the sincere "please don't burn out Quinns we care about you, don't forget to do the work you enjoy", there's also a very outcome-oriented upside to revisiting past games: mastery of a system gives a level of insight which is very valuable as a reviewer. Playing multiple campaigns of a single RPG allows you to experiment, expore different facets of the mechanics, bresk formula and really Get To Know a game. Of course going in-depth into a few games means playing less games, it's a tradeoff, but one that has its professional value is what i'm saying

em.path

Variety is the spice of life, but after a while, constant variety becomes its own kind of monotony. If all you ever pursue are completely new experiences, then going back to an old one *is* a form of variety. Maybe that’s the exact kind of spice you need right now?

Blizzic

Echoing the sentiments already here. Please, follow what excites you. The creative process can be fragile, and ignoring the things that spark inspiration in exchange for what you "should" often pushes closer to burnout. If you feel the need to justify things to the always-be-productive brain, there are options to do so. There are entire channels dedicated to teaching how to run games. I'd wager a few episodes about the perspective of how to revisit a story or system would be appreciated. Or you could explore it as an option for actual play/ recorded sessions. Using a system you are already familiar with would smooth out a lot of the bumps in any live play. Or just keep it for yourself... time off and social events are a common part of total compensation for other jobs. Regardless, the passion and energy you pour into your reviews and hobbies is a big draw for me and (I assume) many others. Keep the spark and support will be there even of you are less "productive".

Tony Molinet

I've had similar experiences and imaginings of various RPGs over the years. Often times, I was the only owner/advocate of a system, so those ideas simply were set aside (and holy cow do I wish I'd been writing them down!), and other times I simply didn't have a group that wasn't right for the experience.

Roger Leroux

I haven't yet read all the other wonderful things people have no doubt written, but I can I please beg you to run your Wildsea campaign. You don't owe the world 100% of yourself. The world is fortunate to get any percent of us. If there is one game that you don't review, that isn't you stealing from the world, that is you caring and loving for the one closest to you, yourself. Please, please, please run this campaign, I am obviously joking when I say this, but feel like I can't continue to support you in good conscience if I know that supporting your career prevents you from doing what you love.

Jonathan Paul

Hey dude thanks for the blog. Honestly I think you’re seeing this the wrong way. I don’t want to belittle what you’re feeling because I think everyone at some point in time falls in love with a specific world / character group / adventure and thinks about it fondly hoping but also knowing that the circumstances that made that whatever unforgettable are not repeatable. My unforgettable group was amazing because we were kids learning and experimenting with a new hobby that challenged the boundaries of our creativity and imagination. Everything was new and that ain’t happening again because now we’ve seen some $h1t. I’m not sad about it though because whenever my kids grow up, if they want to play ttrpgs with me, I’ll get to experience that again through their eyes and that will be awesome too. I can’t compare both experiences saying one is better than the other, they’re just going to be different. So I guess what I’m trying to say is don’t look at what could have been with sadness, but look at what will be with joy. Just reverse the whole point of your post: if you play wildsea you won’t get to play a different game that perhaps will provide you with an even better experience. And my second point: part of what I look for in QQ is a way to share experiences with other individuals that, just like me, love this hobby. Even though you may not get to experience that opening to the wildsea campaign, think about using that same framework in different systems and how cool it could be. Or even better: think about how many people read your opening, got bits and pieces of it, and are now brainstorming their own opening in a similar fashion. I sure am. So I guess my point is: glass half full. This hobby is awesome.

JhSimon

If you really need some justification for going back to games you've already reviewed (outside of just allowing your love for the hobby to continue to bloom), I honestly think a Revisited series, even if shorter in duration and not as in-depth, would actually be really interesting and even useful for people looking to learn more about the games you've reviewed. Not only would you revisiting a game indicate your own personal interest in the system, but it would also allow you to talk more about what you have done/changed now that you've already played once.

Wverms

Seconding this comment. While I think new games should definitely get the spotlight treatment, I'd be chomping at the bit for a vlog or even a blog post about you revisiting certain games with your new skills and ideas sharpened to razor points. Even long goodbyes don't have to be forever.

Mirth

I’d honestly love a season where you return to your old favourites and let us know what it was like running a second (or third, or fourth, etc) campaign of them

Braden Crichton

It also has the problem of consumerism (or at least with boardgames). It's rewarding to learn and try new games, but it's also okay to get stuck playing your favorites and not needing any shinny new thing. At least rpgs take way less space than boardgames. That said, Quinns Quest will be whatever you want it to be. I'm sure you could make new episodes just talking about the experiences brought by a new campaign of a previous game. Knowing what you changed, what you mantained and any lessons learned. Sure, it won't be a review, but... It's your channel. That's always an option. Or you could do it as the patreon exclusive content of the month. The thing is, you can do it. But you also want to do other things. Having the option to do one of two good things doesn't make the option you choose a bad one. Try to be content with whatever you end up choosing to do with your time.

Andi

Currently in my own boat on the Cry Me a River. My playgroup currently has 3 campaigns running, two D&D 5E run by other players and one in Wildsea that I am running. We had started Wildsea with the idea of a 6-10 session campaign to be run over the summer to tide us over after our last major campaign ended. Now the next major campaign has begun and we are 17 sessions into Wildsea with no sign of stopping any time soon. My pain comes from the fact that now Wildsea has gone from a "consistently every 1-2 weeks" game to a "depends on who is free or if the other campaign is ready" game. I find myself spending hours during the week worldbuilding, writing encounters, and planting plot hooks that will likely not come to light for another 10 sessions at least. For a game that requires as little prep as Wildsea, I have spent more time writing and planning than in any other game I've played. The longer we go between sessions, the more I write and the further out my plans go. And then of course we play and the twists of the game inspire yet more planning, writing and re-writing. With my plans spanning dozens of pages and multiple spreadsheets(!), it is seemingly increasingly likely that we may not reach the end of the campaign before life gets in the way. I am enjoying the writing and worldbuilding process on its own, but it does come with a certain heartache over the uncertainty of it ever coming into play.

Ellis Archuleta

I hear you, Timo. Thank you.

Quinns

Quinns seriously… please don’t burn out. Not everything you do has to be centered around making your channel the greatest possible success. Or trying to live up to expectations you feel set upon you. Don’t forget to do unreasonable, silly stuff without any good reason other than „but I wanna“ once in a while. I’m sure Quinn’s Quest will only improve if you focus on doing whatever you enjoy doing, instead of trying to min max your production. Save the crunch for when you play crunchy games. Wishing you only the best.

Timo Schmid

I feel that if out of a year's worth of TTRPGs one alone managed to crawl back into your skull, there's something more there that can be mined even if it wasn't necessarily 'the best' objectively. At the end of the day running a campaign is significant on its own, let alone getting to the point of 'honing' the experience in a ruleset or a setting. And there's only so many nights and people willing to get down for playing any campaign, let alone time on your end to setup and play more than 2-3 sessions a week. But you aren't doing these reviews and delves into TTRPGs because you're an angsty cashier at a local grocery store and this is all you can do, you enjoy and are passionate about them, and i think we all know the quickest way to burn out a passion is to make it your job, especially in as a comprehensive and "i must be serious reviewer now, fun time over" vibe. I feel it's as vital as anything for the QuinsQuest TTRPG videoreview channel to be able to continue nurturing that passion. I don't know your production schedule, but taking a session every two or three weeks for unadulterated "return to" time should not be dismissed. And even if it ends up as a nonpolished ranty or talky video, to make sure there's some value there sussed out, it can just be something just shared between you and your players.

cosmitz

Look. Alright. Look. You guys managed to convince me a few weeks ago to let one of my players be my GM, but letting one of my players GM a book I've read cover to cover? I don't know if my inner control freak could take it 😭

Quinns

Thanks so much Shazirah 💙

Quinns

Ahaha, too true. Thanks so much for the kind words, Craig

Quinns

(applause)

Quinns

That's beautiful, Antonio

Quinns

It /is/ hard! Compared to other kinds of games, TTRPGs are like... prospecting, maybe? It's hard, it's grueling, but if you hit a gold strike the rewards are just incomparable.

Quinns

Dude I would literally pay money for you to revisit previously reviewed games and give us a second take on them. And no - GMs don't play the same game forever out of love. They do it because, like a sad person stuck in an unfulfilling relationship, they don't believe that there is anything better out there.

Lojaan

God, I love Wildsea

Thomas

I watched an anime once that depicted the inside of an artist's head as she got a new idea for an art project. It showed her lovingly, painstakingly unpacking the colors and shapes of the project out of a cardboard box. Then, the camera panned up to show thousands of these boxes in many rows receding into the distance, and it was clear she would only ever have the time to open very few of them.

Adam K Bunnell

I hear ya Quinns. I have desperately been trying to get my FIRST game of Wildsea going. Have you thought about making revisits part of the show? Wildsea is honestly such a novelty in the TTRPG space but is it only that? Is it truly a setting that can be enjoyed for campaign after campaign or does the novelty wear off? I would be interested to find out and I think just about the only way is to play a second campaign. Good thing we all have 30 hours in the day right? Right?

Rob Roy Fletcher

I agree with this exactly.

willow weiner

I found Brian Finnegan about 6 months ago and love his stuff. Definitely some great vibe-setting stuff. My group is this way. I want to explore new things but they want to keep clinging to the known comfort.

Paden Bedlion

I wouldn't object to occasional segments where you revisit games. I fear that everyone gets too caught up in novelty. I'm guilty of that sometimes. Maybe it's FOMO. All I know is that I would hate to see you dismiss campaigns that you're passionately, radiantly excited about just because they're not some hot new thing.

Brandon Sheets

There was a post a few months ago with the recommandations for Wildsea, lancer and some other games!

Adrian-Paul Carrières

Have somewhat similar feelings now. I’m getting close to finishing my Spire campaign, and I want to explore other TTRPGs which I have on my shelf, and review them for my blog… But Spire is so cool that I want to stick with it and run all of the campaign frames they have. It’s a tough choice for sure!

Євген Мокеєв

Quinns Quest as a channel follows the hero’s journey trope. Don’t check.

Ashley Turner

Agreed! Quinn, you clearly are devoted to your work and proud of it but don't let it deny you the joy of playing something that so clearly excites you. Treat yourself to the gift of running something for you and your players and not just for the channel! You could still get content out of it if you really need to! Make a video about how the sophomore campaign allows for correcting past mistakes, really digging into a system, etc. Also, if you don't think you have the time and mental energy to run that children prologue yet, you can experience it vicariously through the Patreon for the Brennan Lee Mulligan GMed game for Worlds Beyond Number: The Wizard, The Witch, and the Wild One. He did a very similar concept, albeit not as a clever trick for his players. He turned character creation for D&D into an eight hour Session 0.5 where his three players met as children and their experiences together, choices they made, and results of their rolls shaped big chunks of their Level 1 stats and skills and such. It's a wonderful listen, and it's clear how much the bonding experience as children makes the party that much believably closer when they move onto adult characters.

Quantum Feline

Right !? It's amazing ! I now crave more Quinns quest music recommendations...

maxime

Same — I accept that my local game is what it is (a longterm, system-specific table), and have other groups that are experimental and love novelty (some meet like comets, others more regularly)

Em

"What does that make Quinns Quest?" A heavy silence falls as our hero stares longingly at the books he'll only be able to return to once he's ensconced in a retirement home. His gaze falls on stacks of books he's never opened filled with unknown pleasures. Cue the opening chords of "Just a Gigolo" by Louis Prima. Slow fade to black.

Edward Stafford

I'm not sure this is your intent, but I'm uncomfortable reducing positive experiences and fond memories to cans of huffable nostalgia. Just a hit from the glue bag of time. I mean, that's a pretty bleak way to frame... life. It's completely legit to miss something that brought joy and to creatively appraise it's possibilities. That's the good stuff! Please find a way to do the things you enjoy, Quinns. We're here for it!

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I am also in a similar place. There's a psychic difference between the long term campaign and the shorter stuff, too. So different to spend a long time with some characters and see them do their thing. My solution was going to be to have one group that I play lots of different things with, and another than I play some long term game with, and now both groups just play different games all the time.

Jim Rossignol

My own experience and feelings on the matter: I have very little nostalgia for past games (honestly, I have very little nostalgia for anything at all). That doesn't mean I haven't enjoyed games I've played - I've been very lucky getting to play in some amazing worlds with amazing people. I simply don't feel the need to revisit them. Perhaps part of it is that my interests, except for very few exceptions, constantly shift on more or less a monthly basis. There are so many exciting games out there that, given the right group, one could keep churning through them and having good times in all of them. That's a net gain, not loss! Ultimately I guess what I'm saying is I read the last part of this post and thought: "Even though none of the games on the show are new to me so far, it's never felt like a long goodbye to bygones and pining for what has been. It's always felt like someone introducing their friends to me, in an endearing, excited manner. I might know them already, but that in itself is fun, when you get to say 'oh, we've already met! And now we all get to be friends together!' So in that way, it's more like...many hello's! " Forgive the unintended and unfortunate parasocial tinge to this analogy, rest assured it's only due to the example!

OddCore

Quinns, I'm going to blow your mind: maybe you can go back to Wildsea but maybe someone else could run it for you? I think sometimes it can feel like you're always having to GM something but after you've helped your players dip their toes in the water maybe you could support them on GMing the game and you could sit on the other side of the GM screen? Let someone else do all of the heavy lifting and you could experience it from the player's POV instead.

Backpack Boom Bap (Tom)

I'm in the same boat. I have loads of games I'd love to go back to as well as loads I need to read. I'm also aware I'd need to read all of the book and really absorb it so I can help my players with rules and setting questions etc.

Backpack Boom Bap (Tom)

My millennial self is beginning to believe that a sign of getting older (maybe wiser? who is to say) is recognizing signs of going down ye olde burnout path. Burnout and existential dread, this is what we do! Hey, you do you, but this stranger on the internet's vote: show yourself a little kindness with all the pressure and what you think other people, ideas, etc., "deserve", hmm? Throw your own self in that mix of obligation. Just through some of your thoughts here and in the past, that thread seems to be getting lost along the way. We (and the designers, etc.) don't need you to burn bright and fast. I suspect we're all fine with a slow burn.

Shazirah

+1 for playing it again! On another note that Brian Finnegan's album SLAPS

Adrian-Paul Carrières

I'm sorry, isn't the hobby 95% buying books, reading them, and then daydreaming about the games that could happen? And 5% actually running a game. I'm looking at my shelf of games and I can at least say I've run 7 different games from the 20ish games on my shelf/in myPDF folder in the last 20 years. This hobby is a slow burn, but it's so rewarding. Quinns did you encounter a similar thing with board games? It probably wasn't as difficult to get back to some old favourites as it is to do a whole TTRPG campaign.

David Chiovitti

"And isn't it because they've fallen in love?" Nope, it's because the forever GM can't get players to try anything new. Until one day...a new voice stumbled out of the darkness and illuminated the way! Quinns Quest helped facilitate change for my group. Thanks to your Mothership review I was finally to get my group to try it...and they loved it. You're clearly shepard!

Craig Pressley

It does make me think about the ominous significance of putting every game you review in the Box at the end of the video. It is not just the game itself it consumes, after all.

Calliope Rannis

I totally agree with Spencer's take and would like to add: Me as a follower/fan, I don't see it as a negative if you would replay a game you already reviewed. There is so much to gain from that by telling us exactly what Spencer mentioned or just maybe embrace the idea of doing more actual plays so we can kind of participate. I don't see it as Quinn's Quest main priority to present new games I should check. If you only would fully "review" 3 games in 2025 and the rest of the content be other stuff I would be as happy with that as if you'd review 10 games. e.g. the videos in showing your campagin preparations were as valuable to me than any of your amazing reviews! This is your TTRPG journey and I am here to be part of the ride, wherever that may lead.

Sascha

Hey, I just did a similar-ish thing in my Wildsea Campaign. Just as my characters are about to came face-to-face with the Howling Wax, they're attacked by the woke-bone puppets of its former victims (and present advance force). BUT instead of the next session being a massive fight against the Wax, I had them wake up in the Spitskill Mesa, the rare forest in the Wildsea that actually has solid ground, and of great spiritual significance to the hunting families. They were hunter children, ready to face their proving ritual, in which they have to hunt down the quarry that will be the main dish of their celebratory feast. Only, halfway through the session, my players became interested in this strange moss that seemed to bring creatures they killed back to life (chronovoric moss, from the expansion). Of course, the only sure rule of play in TTRPGs is that if you put something gross in front of your players, one of them WILL lick it... leading them on a psychedelic trip through their new character's entire life story, past and future, a la Billy Pilgrim in Slaughterhouse Five, or Desmond Hume in Lost... Until one of these flashes puts them face-to-face with their own player characters from the main campaign, running straight at them screaming for help through gritted teeth as they lift their weapon to attack. At which point they realise that our little tangent was taking place twenty years in the past, and they are playing as the very people that they're about to face down in the main campaign, the woke bone puppets screaming for help through gritted teeth as they unwillingly attack the players. And these flashes into the future are in fact what cause these characters to become obsessed with the Howling Wax in the first place, leading them to spend their entire lives looking for a way to stop it, but eventually becoming its puppets through their efforts to stop that very same thing from happening... Pre-destination boot-strap paradox baby! Acting as the inciting incident for this entire campaign built around the Howling Wax, and all caused by my own player's incessant need to lick everything I put in front of them.

Anthony

It’s a bit like the traveler’s dilemma: when given the chance to explore the world, do you revisit the places you fell in love with, or do you seek out new destinations and the countless experiences they offer? Some places feel like a one-and-done, while others call to you long after you’ve left. If time and resources weren’t a factor, I’d return to certain places in a heartbeat. But since they are, I like to think of those special places as ones I’ll revisit someday—with someone meaningful by my side. A spouse, a child, a close friend. It’s not a goodbye forever, just a see-you-later. And maybe TTRPGs aren’t so different. Some worlds and campaigns are simply on hold, waiting for the right people and the right time to return. Or perhaps, instead of revisiting them ourselves, we turn them into something new—an adventure for others to explore, letting them step into the places we once called home.

Antonio Ruiz

We're ambitious. I can relate to the interest and excitement of running old things as well as innumerous new things. Spending more time thinking about running games than actually running them. An imagination gone wild. I play in a few games, DM one, and many days I count my blessings that I have good friends to share the experience with. I'm not saying grand ideas aren't grand but as I'm aging and seeing new players come in, and old players lose friends, many people lose access to even the gift of sharing the experience genuinely. Being able to share several new experiences in depth with the community is very valuable. Many people only get a sense of a game by reading the back cover and that's no way to get an idea of a game. Very few people in the community slug-blast it out to the point of sharing "what could be" in the game for them. Not all games you share are for me, but at least now I know for certain, that they are not for me.

Omnic

I think if you're craving it, you SHOULD go back and do another. Not only will treating upurself help avoid burnout, a second dip into the system can help you assess the quality of the game. How well does the game run when you remove the stuff from the start you had quibbles about before? How intuitively can players return to make charactters with knowledge from the first round? Are there any speedbumps you encounter during character creation when players try to push the boundaries? The point of tabletop games is to be played repeatedly; I think you owe yourself and the show the Indulgence of revisiting the ones that earned that kind of desire to return.

Spencer St. James

Completely get you here Quinns, I haven’t yet fallen truly in love with that one system to commit to for years but every now and again I find myself brought back to campaigns and rulesets long past. I think back on the ways I could’ve expanded upon the game I ran and how I could make a fresh mark with a new campaign. I’ve tried, though. And maybe it’s a lack of skill or passion, or maybe our group was getting burnt out, but it hasn’t yet been that rewarding. To go back and really dig into a fresh idea for an old hound of mine when I’ve new pups to nurture felt strange and good and bad. I had less to say than I thought I did, I ran games that had more duds and lulls than ever. But, hey, still trying, right? My experience too, is that the best way for me to engage is by playing new games as well. My nostalgia hasn’t quite worked out, but I think I can still try to make it work sometime. It’s just harder than I first thought.

Charlie Ho

I appreciate your vulnerability with this post Quinns. I hope the holiday was good and I'm feeling confident that you're gonna hit a "streak" where the new horizon keeps you looking forward more than you look back!

Charles Woody

The most common way =/= the best way. I have 3-4 groups on the go (only 1 is weekly) - and that is sustainable because we're constantly exploring new horizons for stories to tell, and discovering exciting ways to find our voices in all those new settings and mechanics.

Nick Carruthers

It might be a long goodbye, Quinns, but - while we might wish it were so - you won’t make Quinns Quest forever. If the heartache is too much, you will find the right time and move on to a different thing - and hopefully then you can play some games just for fun! But it’s definitely the sadness - RPGs are great but they’re so much more time consuming than other games, we can never play them all. All the more reason to be thankful for what you’re doing. And thanks too for the incredible Wildsea inspiration!

Ben McKenzie


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