Check this out! Drinking Quest: The Original Drinking RPG, a game that is designed to get you fucked up! Genius I say… fuckin genius!

The concept of this game is so simple, combine the fun of drinking games with Table Top RPGs. You still have your old staples like dice and character sheets, however this time you are required to down your beverage of choice in order to revive your character. According to the developer there are a variety of other ways drinking is added into the mix as well. But do not take this game lightly, this is not fuckin UNO. It may be a casual drinking RPG but it is also a strict RPG in the finest sense, you will have plenty of things to manage. But for those willing to take the glorious journey I suggest checking it out.

Check out our interview below with series creator Jason Anarchy!


If you want to snag a copy of the entire trilogy the developer is seeking funding for the final game in the Drinking Quest Trilogy through Indiegogo.

>>>Check It Out Here<<<



First things first, what is Drinking Quest for those who don’t know?

I once randomly described it as “A beautiful symphony of Tabletop RPG, Drinking Game and Pen & Paper Parody.” That’s the best description I’ve come up with so far, we just added that to the site.

How many people are on the development team for this game?

Well there’s me, I’m the Writer, Game Designer, Operations Manager, Voice of Twitter… but I couldn’t have done anything without the artistic skills of Carole Nelan (who does tattoos by day).  Also with Drinking Quest 3, we have Maggie Laurin on board (Who is a Graphic Design Genius) who does colours.  We also have a customer service guy named Steve who is a bit of a bumbling idiot but he gets the job done.

How did this concept begin for you when you set off to forge this new genre from scratch?

It just came very naturally to me. I was an only child for the first 12 years of my life and I was very introverted and always focused on projects that I was working on. I remember making board games when I was 7 or 8 and as I got older it turned into more RPG fare. Then I turned legal drinking age and found this whole other side to myself… turns out I can be social party monster after enough whiskey.  Long story short I was DMing my own “Homebrew” game systems for years until a friend eventually suggested combining the two things officially.

And to be honest since the games I played were usually ones that I designed I was REALLY out of touch with the current Tabletop scene. I think it was refreshing because most of my influences didn’t come from Tabletop games (and the ones I did give a nod to were older games)

I can imagine that when you are designing a table top rpg and a drinking game together there are a lot of balancing issues to make sure the player doesn’t get so trashed that they can not finish the game, how did you deal with that problem?

Absolutely! That was one of the biggest concerns, I’m glad you brought that up.

There were a few things to consider like: 

1) How much drinking should be in a Drinking RPG?

 2 – 3 chugs on average over the course of a couple of hours with a range of 0 – 4.

2) How much can a typical RPG Player drink?

According to the feedback I’ve been getting, RPG players are absolutely insane alcoholics.  I always get the feedback that there should be more drinking. However it’s very clear in the rules that the suggested chugs are guidelines.  You can easily make adjustments to increase / decrease the amount of drinks. I’m sure there are a lot of people out that don’t want to chug 10 drinks that are secretly thanking me.  The drinking element is used to build tension in the game… not make players pass out in 10 minutes.

3) How do you still accommodate those who aren’t drinking?

It was very important to me that beyond the drinking element that there is still a lot of innovation and substance to the game.  It’s strong enough as a comedy game with comic book style continuity to keep people enjoying it.  The gameplay is probably as basic as a game could get while still being an RPG (You have a simple character sheet with HP, saving throws, weapons, armour, etc.) but when it comes to adding depth I put that into the humour, themes and story telling.  There are A LOT Easter Eggs and little details that would go unnoticed the first play through.

The big solution  for balance was ultimately having a modular game system. Drinking Quest is sorted into four “Quests”.  There is a maximum of one chug per quest (most often when your player dies, you have to chug to come back to life) After that “3 Swigs” is an acceptable substitute.

Would you consider this game a good starting point for entry into table top rpgs for the more beer and pretzels crowd or is this strictly for the hardcore only?

It wasn’t intentional but a great side effect of this Drinking RPG is that it ended up being a very accessible entry point into the RPG genre.  I’ve heard a ton of feedback about how it’s gotten players interested in Role Playing Games and I’ve witnessed players who have never played RPGs really enjoy it.

What are some of the things you have learned about development since the first game was released?

I had a very thorough plan mapping out every step of the way. The biggest surprise was with the very first run of the game, there was a cut line on the side of the cards. It was only slightly visible when all the cards were together and it was kind of minor but I was furious. In my mind it was an imperfection and the printing company didn’t fix it by printing all new games.  It turns out nobody seemed to care and it was only ever mentioned in one review (which was otherwise positive). Since then I’ve switched companies and I’ve been really happy with the quality and service we’ve been getting.  So if you have those cut lines, that means it’s a first edition!

Beyond that my education and work experience fall into Operations Management so it was really natural for me to take on a project like this. I’ve been working 60 -80 hour weeks but it’s not really an issue when you have your heart into it.

What can we look forward to in Drinking Quest 3, are there any fundamental changes?

All three games have a comforting sense of familiarity with each other and exist in the same “Drunken Middle Earth”.  However each game definitely has it’s own flavour and reason to exist. Thematically Drinking Quest 3 deals with the Drinking Gods who were mentioned in the first two games but never really focused on. The only recurring character Chuglox is back but now with God Powers (which he uses to get his killer abs back since he was really out of shape in the second game).  Anyway, the monsters are bigger, the jokes are bolder and it has a definite sense of finality to it.  It does end the series.

On a technical level, all the cards are in full colour (instead of half colour) and all three games are getting a massive box upgrade with the upcoming editions. The boxes are harder than Thor’s abs.

And I’d also like to add that Drinking Quest 1,2 and 3 are all stand alone games and you don’t need one to play the other.

With the emergence of Kickstarter and Indiegogo how do you feel about this new era of independent projects being funded by the fans? Has that been a positive experience for you?

To be honest I was never a huge fan of the group funding model. The first two games were released 100% independently and I was always really proud of that.  But the industry is overwhelmingly headed that direction and I don’t think it has peaked yet.

I did an IndieGoGo campaign for Drinking Quest 3 for 3 reasons:
1) To make a mockery of the format (one of the perks is that I will tattoo your name onto my body)
2) To have a preorder program with merch that I wouldn’t otherwise have the resources to offer
3) To try something new and try not to be so Henry Rearden minded.

So far it’s been pretty successful, we’re nearly at the goal and there have been some really fun moments.  But in general I don’t like the “ask” mentality of group funding. Marketing is what you do when your product isn’t very good.  So far the Drinking Quest games have been successful because of word of mouth and fan loyalty and I think players just liking your games is the best way to do it.  So this is most likey a one time experiment (but a fun experiment!)

I read that Drinking Quest 3 was the final game in the trilogy. Once it ships whats next for you moving forward?

A few things I can’t talk about right away but next month I have a music collaboration with an artist I’ve been listening to for 10 years. I think it will be a hit in the Tabletop scene 🙂

Yes it is the final game in the series. I’ve released a game a year for the last 3 years and I think some time to breathe would be helpful (both for myself and the game series).  But that doesn’t mean the world of Drinking Quest won’t exist in some other form. Is that intentionally vague enough for you?

The one constant in anything I work on will be comedy, it’s just how my brain works. I look at my comedy idols like George Carlin, Weird Al and Bill Hicks and they are (were) very serious about being funny.  There has to be a lot of work behind the scenes to really get the best material and connect with people.

The game nights I’ve been running for years are seriously some of the best times of my life and I’m happy to be able to get that out to players and give them a new experience.  The fact that 99% of the feedback is positive and people are enjoying it is just blowing my mind.

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Behold! Drinking Quest: The Original Drinking RPG


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