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HeroQuest / QuestWorlds

Original rules author: Robin D. Laws.
Published lineage: Hero Wars (2000) → HeroQuest (2003) → HeroQuest 2e (2009) → QuestWorlds SRD (2020).
QuestWorlds lineage development: Greg Stafford, Ian Cooper, David Dunham, Mark Galeotti, Jeff Richard, Neil Robinson, Roderick Robinson, David Scott, and Lawrence Whitaker.

Nearby question​

How can fictionally rich description remain playable without being translated into a universal skill taxonomy?

HeroQuest, then QuestWorlds, makes broad use of natural-language abilities and keywords that can act as umbrella abilities with more specific breakouts beneath them.

What it makes possible​

A character can remain described through semantically rich terms and still be mechanically usable. Much fictional richness need not be precompiled into a fixed list of traits.

The modeling burden is reduced, although interpreting an ability's scope remains shared work and the resolution engine itself remains comparatively stable.

For Resonance​

QuestWorlds is an important precedent for interfaces that trust fictional language. It sharpens a further question: how far can semantic content determine not only the input to an engine, but the form of relevance or resolution itself?

Source: QuestWorlds System Reference Document.