Game System Transition Announcement

Hail, Adventurers and their families! You may or may not have heard about some changes coming to our camp programs. We at Majestic Adventures are reaching out to let you know what’s going on and what it means for our program experience. In short, we are moving away from the Adventure Quest game system and world, and moving to our own exciting new program called Fantastic Adventures.  We will do so as a gradual transition over the course of summer camp 2026 in order to give our players the best opportunity to make the change in their own time and make a meaningful and satisfying journey from one world to another. 

We want to start by acknowledging how much Adventure Quest and the world of Thaél mean to so many in our community of staff and players. Over the years you all have fought impossible odds, made friends and foes, and shone light in the darkest of places. For some of us, our fantastical adventures in the park have changed our real lives in ways that can’t be replaced. Your characters, your memories, and the stories we have told together will be yours forever and cannot be taken from you. And though our setting and game rules may change, the adventure, stories, and community will continue!

What’s Changing?

While some things may be changing, the heart of our program is not. We are keeping the things that make us who we are:

  • Our talented and skilled staff members (Quest Leaders/Guides).
  • The parks, schools, and other locations where we adventure
  • Immersive and empowering adventures featuring swashbuckling, puzzles, intrigue, and play.
  • Experiential education through LARP.
  • 6 – 1 child-to-staff ratio for day camps, allowing for meaningful connection and mentorship.
  • An honoring of each child’s unique genius and personal expression, and an experience that adapts and changes in response to what they bring each day.
  • A focus on self discovery, teamwork, and friendship through story themes.
  • Promoting autonomy, community, equity, and safety in all that we do. 
  • Magic, wonder, and whimsy! 

I’m sure many of you are wondering, why change at all? It is our commitment to providing safe, fun, equitable, and immersive play as the foundation for experiential learning that has prompted us to make the changes that we are. The crux of our decision comes down to the following considerations. 

Majestic Adventures does not own Adventure Quest: 

We do not own “Adventure Quest” the game system, nor any of the thematic content related to the fantasy setting of Thaél and its canonical characters. As long as we have been running Adventure Quest, the players have frequently pressed for changes in the world, and because of the limited creative control of our product we could not meet that need. We want a world that the players can immerse themselves in, a world that they can lay their own stake in.  We don’t want to present them with an unchanging world, we want to share the world with them, and allow them to make choices that ripple out and last long after the adventure is done so that future adventurers can build on the deeds of those that came before.

Disparity between game rules and desired playstyle/values: 

While many things about Adventure Quest are great, we have also discovered some ways in which the system is limiting some of the potential positive outcomes of our programs. We have learned about how the game system shapes the experiences of both new players and players with many years of experience. We want to offer a game system that better supports the type of fun, equitable, and immersive play that we want to encourage. We have developed the new game system to improve the player experience in the following ways:

  • Simpler game rules that are easier to learn and apply

    • Adventure Quest features a complex set of game rules. The rules are not easy to learn for younger Adventurers, and are sometimes unclear or complicated to implement. 
    • Many of the Adventure Quest rules necessitate a pause in the action to resolve, which detracts from the immersive experience we are hoping to evoke in a Live Action Roleplaying game. Simpler rules mean more time playing.
    • Unclear rules leave things open to interpretation. Individual staff members and players interpret the rules differently which has led to disagreements between players, and even to levels of frustration from player to staff when a rule is enforced differently.
  • More focus on adventure than rewards

    • In many roleplaying games, including Adventure Quest, the mechanisms of character progression (money and experience points) are commodified in a way that, for players, encourages the pursuit of in-game wealth over character development or story. When the power gained by experience points and silver is linked with a character’s agency in the world, it creates a tendency to focus on getting power in by collecting points and treasures. We have observed behavior encouraged by this type of reward system that runs contrary to the spirit of our programs, and so we are seeking to empower a different sort of behavior and motivation through the new game system.
    • We recognize that rewards are a powerful motivator! We have seen kids who took up drawing, creative writing, or other life practices because they correlated to in-game rewards. But we also all live in a society where consumerism is ever-present and people of all ages are encouraged to get their sense of meaning through the accumulation of items and wealth. We wish to cultivate a different mentality, by creating a new game system that empowers actions, teamwork, and creative ideas more than silver and special items. 
    • We hope to offer players the experience of how much more meaningful it can be to have the rewards come in the form of adventure, story, personal development, and fun experiences, rather than just treasure and XP points (both of which will still exist in the new system, but their importance will be changed relative to the more meaningful kinds of engagement and reward).  
  • Game System Power Balance and Equity: 

    • We want to make sure that each character class has strengths and abilities that are in balance with the other characters, and that each Adventurer is empowered in the group, so that everyone has moments to shine during the adventure, whether they are a brand new player or an experienced Adventurer.
    • In Adventure Quest, some game powers are so powerful that they nullify the impact of other players, or undercut the tension in the story. The presence of these types of powers leads to the pursuit of power over critical and creative thinking around problems. Other powers, in comparison, do little to interact with the game as it is being played, discouraging new players, or players who cannot attend frequently, from certain styles of play that may otherwise fit them. We value fairness and equity, and want to make sure that every member of the team has valuable ways to contribute in each scene, and feels that their powers are distinct from but equal to the powers of their friends, no matter which type of character they play.

Simply put, our playstyle and needs have changed, and the children we serve need different things from our program, in order for us to continue to support their development. Because we don’t own Adventure Quest or Thaél, our capability to make substantive alterations to improve the game experience at a systemic level has been limited. We have decided that it would serve our company and players best to create something of our own that better reflects our needs and values. A world that can grow and evolve, driven primarily by the deeds of the Adventurers. And a game system that supports equitable play with a focus on action and roleplay over powers.

The New System and Setting

Fantastic Adventures will utilise a game system called ‘The Wilds Within’ which addresses many of our concerns and needs regarding game mechanics. Our new world of Vehrea  will respond and change based on how our players react to the challenges we present them in a more permanent and tangible way. Vehrea will be routinely updated to reflect our players’ influence and the consequences of our Adventures together. Furthermore, all Adventurers in Vehrea will be playing in the same world at the same time. Success will depend on cooperation and community building as much as individual heroism. Our choices will shape the face of the world, and be felt by other players long after we’ve retired from our Adventures. 

For a sneak peek at Vehrea, take a look at the map.

In addition, we are committed to having our player materials (‘The Adventurer’s Guide to The Wilds Within’, and ‘The Vehrea Chronicle/Atlas’) freely available and accessible from our website, starting with our Spring Break 2026 Camps. If you have any questions, please see our FAQ below, or reach out to us at info@majesticadventures.net.

Fantastic Adventures Logo

Game System Transition FAQs

Parents’ Questions 

Why are you transitioning to a new game system?

  • Over the past 14 years of running Adventure Quest programs, and seeing how the game is played by first-time players, as well as experienced players who have been Questing for many years, we’ve learned a lot. We developed a new game system so that we could improve the experience of all the Adventurers in these key ways:
    • Simpler game rules that are easier to learn and apply – simpler rules mean more time playing, and less time talking about rules.
    • A focus on adventure over material rewards – by building the game with our values at its core, we are better able to encourage a focus on character development, story, and other more meaningful expressions of growth, and decrease the focus on accumulating silver and items as a primary motive for adventuring. 
    • Better power balance – we want to make sure that each character class has strengths and abilities that are in balance with the other characters, and that each Adventurer is empowered in the group, so that everyone has moments to shine during the adventure, whether they are brand new or an experienced Adventurer.
    • More meaningful engagement with the setting, and a chance to build a lasting legacy – we want the Adventurers’ choices to ripple out and last long after the adventure is done so that future Adventurers can build on the deeds of those that came before. We want the Adventurers to know that their choices matter, and to be able to see the resulting changes in the world. By adopting a new game system, a new setting, and a new way of facilitating adventures that connect the actions of multiple groups adventuring simultaneously, we will facilitate a deeper and more meaningful connection, and a chance to build the world that they wish to see.

Does this mean you won’t be offering camp anymore?

  • We will continue to offer all of our same weeks of summer, and our full suite of school-year programs. The only difference is that we will be offering play in a new game system and setting than before.

Will this affect the quality of childcare we are providing?

  • Yes! But for the positive! The core values of our company will remain rooted in empowerment and education through play. Our staff practice the principles of nonviolent communication, and use conflict resolution practices that help us hold space for kids during difficult times. We are maintaining our commitment to provide experiential education through our EduLARP programs, giving kids the opportunity to explore and experiment, express their unique identity and brilliance in dramatic play, overcome tough challenges with the help of their teammates, navigate complex ethical dilemmas, and develop real world skills through the lens of play. The new game system is built with those values at its center. By owning our own setting, we are able to create a space for our characters to exist that we can adjust to reflect our players’ choices. It also allows us to proactively craft challenges and stories that more accurately reflect what our players are facing in the real world.

Will this affect the cost of camps?

  • Our rates are increasing, but this is not because of the new game system. We have a very low participant to adult ratio which allows for the type of development-focused programming that makes us unique. Roughly 60% of our income goes to paying employees, with the vast majority of that going to the staff members that work directly with the kids during our programs. With the cost of living increasing, we have to make adjustments to our pricing to keep up. If you need help financially attending our programs, please visit the discounts section of our website or contact us directly at scholarships@majesticadventures.net. If you wish to spread out the cost of camp over several months, we offer automated installment plans. See details on payment plans.

How will I register for programs?

When will this transition happen?

  • Bellingham Locations:

    • We will begin the transition process starting in spring of 2026 with the first full-week Fantastic Adventures program being run during spring break for our Bellingham location. Leading up to that week we will be offering discounted one day adventures for kids to try out the new system and experience the new setting of Vehrea.
    • Over the Summer of 2026, we will gradually transition away from Adventure Quest towards Fantastic Adventures. The first week will be just Adventure Quest, and the last weeks will just feature the new programs. By transitioning gradually over the course of the summer, there will be many opportunities for each player to engage with the transition in their own personal way. There will be options for players to play in the Adventure Quest system to wrap up their final storylines, use up the super cool one-use items, and say goodbye to the setting that has meant so much to so many of us over the years, as they embark on a new journey to lands yet unknown. By the end of their week of Adventure Quest camp, players can decide if they wish to remain in Thaél and continue with further weeks Adventure Quest in the summer, to transition their existing character into the new game world, or to start a brand new character in the new game world. Characters who choose to heed the call of adventure (or players who retire their character and wish to start anew in Vehrea) will be honored at the end of their week of camp, including a ceremony to mark the passage into this new place.  Towards the end of summer (Week 9), there will be the final Adventure Quest summer camp in Bellingham, an epic finale where the portals between the game worlds will collapse and we will enter into the new era of Fantastic Adventures. More about Fantastic Adventures.

Please note that if your child or family is unable to attend the final week of ‘Adventure Quest’, we will be doing many climactic story points during other weeks as we finish up storylines, if your child has a specific request please make sure to tell their Quest Leader at the start of their summer program so that we can honor it, or email us at info@majesticadventures.net. If your child isn’t able to attend during the summer, there will be opportunities for them to transition during their first Fantastic Adventures program in the future.

  • Stellar Adventures will replace Star Quest Summer 2026 and will utilize a sci-fi variant of ‘The Wilds Within’ game system. Stellar Adventures is a sci-fi adventure LARP that features boffer and blaster battles, space ships, alien planets, and high adventure amongst the stars! There will be time within the Stellar Adventures programs to help Star Quest players transition their characters. More about Stellar Adventures.

Due to equipment requirements (Nerf style blasters) and maturity of themes, Stellar Adventures has an age limit of 10 years old and up.

  • Beginning in Fall of 2026, all of our public offerings will be in the Fantastic Adventures program, or another one of our after school offerings such as Mythmakers or Sword Games.  
  • Seattle Locations:

    • Summer of 2026 will continue with a full summer of Adventure Quest second edition, like last year. This may be the last summer of Adventure Quest, and there may or may not be Adventure Quest programs during the school year.
    • We are intending on launching the first Fantastic Adventures programs in Seattle during the school year, and offering a full summer of Fantastic Adventures in 2027. 
    • More information on the timeline of transitions for the Seattle program will be forthcoming later in 2026.
    • We will endeavor to make this summer of Questing the best one yet! In addition to leading epic adventures, Quest Leaders will begin to work with the kids to determine what goals they have for their character, to make sure they get to do everything they want to do in Thaél (the Adventure Quest setting), knowing that their future adventures may take place in other worlds. 
    • Beginning Week 3, and continuing every other week of summer (odd numbered weeks) we will be offering the new Stellar Adventures program, which will utilize a sci-fi variant of ‘The Wilds Within’ game system. Stellar Adventures is a sci-fi adventure LARP that features boffer and blaster battles, space ships, alien planets, and high adventure amongst the stars! This will be an opportunity for campers to try out a new game system and a new setting. More about Stellar Adventures.

Due to equipment requirements (Nerf style blasters) and maturity of content, Stellar Adventures has an age limit of 10 years old and up.

What if my child really wants to play Adventure Quest, or isn’t able to attend?

  • Adventure Quest will remain available as a custom Home Quest offering. Home Quests can be scheduled as day camps, after-school programs, or other forms, and can happen at a location of your choosing, with a hand-picked selection of your child’s friends. We are happy to discuss with you a bespoke option if you wish to continue your adventures in Thaél. Learn more about Home Quest.

Is Fantastic Adventures the same as Mythmakers?

  • Fantastic Adventures takes place in the same game world but is its own program. The key differences between the programs are:
    • Mythmakers:
      • Designed for the unique format of after-school programs, which are a short period of time per day and take place once per week for a series of weeks
      • Simplified Rules with no character sheets or progression (xp, new powers, etc.)
      • Opt. in adventure style. Mythmakers allows for participants to choose if they wish to participate in the adventure of the day, or play sword games. 
      • Higher ratios. 10:1 child to adult ratio.
      • Lower Price.
    • Fantastic Adventures:
      • Designed for day camps, with more hours per day and often several days in a row
      • Full Game Rules and XP/Milestone progression. Fantastic Adventures utilizes The Wilds Within game system, which is optimized for Live Action Role Play. The more one plays, the more one gains Experience and Influence in the game world. 
      • Personal Characters, and Character sheets.
      • “Party” based style of adventure. Participants are grouped with friends and peers to focus on a complex and daring adventure, while also collaborating, or organizing with other groups to accomplish goals together.
      • Lower ratios. 6:1 child to adult ratio.

I’ve registered for an Adventure Quest program already. Will I be able to transfer or refund my registration?

  • We will continue to honor and run any Adventure Quest programming that has been scheduled already, and offer Adventure Quest through our Home Quest programs for as long as we hold the license to do so. If you would like to transfer your registration to any of our other programs, or request a refund for a cancelled program please contact registration@majesticadventures.net . 

Who can I contact with more questions?

  • You can contact us at info@majesticadventures.net

Players’ Questions

Can I get a copy of my Adventure Quest character sheet?

  • Yes!  Have your parent or guardian send an email to charactersheets@majesticadventures.net and we’ll send you a PDF copy of your most recent character sheet. Please include the player name to help us find your records.

Will I have to start my character over?

  • No, you can continue to play your character, and they can transition into the new game world of Vehrea! However, you should be prepared to reimagine some aspects of your character to fit the new world and rules. 

How do I convert my character to the new game?

  • We will be providing a conversion guide for existing characters before the Summer and will be training Quest Leaders to assist in guiding that process.  

What about all my unique powers, items, and pets?!

  • While we will do our best to find fair conversions for as much as we can, while maintaining a fair and balanced game system. This will mean that some things may be less powerful or function differently than they did before, but other things will be more useful and easy to understand. We feel that game abilities should support player actions, not replace them. The Wilds Within game system has been designed to increase time playing, and reduce time talking about playing.
  • In addition, we will be introducing other tools to help high-power players better leave their mark on the world, and are developing ways to reward longtime players.

Can I keep my character’s history and ties to Thaél?

  • Your character is your own, and no one can take that from you.  Your character may have memories of their life in Thaél.
  • Your Fantastic Adventures Guides (Quest Leaders) will have some limitations though. They may not use licensed characters or settings in their narration. They may, however, use characters and settings that are not part of official Adventure Quest content.

What’s gonna happen to my favorite non-player characters?

  • Characters that were created by Majestic Adventures staff (such as Ze Chef, Razz Berry, Sparky Longeye, the Mongrel Man) may or may not choose to transition from Thaél to Vehrea, but will likely remember little from their lives in Thaél.
  • Canonical characters from licensed material, such as King Pellinore, Lord Kastagire, Pihuenyi, and Belin Belin-Tul, will have to stay in Thaél.

What about my accomplishments and ongoing stories?  Are those gone?

  • We want to honor your accomplishments and the ongoing stories of the characters you have played.  As we transition into the new game, you may choose to keep your accomplishments from Adventure Quest, to reflect the journey your character has taken up to this point. However, any reference to licensed characters and places may be removed, and your accomplishments will not be able to give you access to powers that do not exist in Fantastic Adventures.

I have some more questions. Where can I get answers?

  • Check out our Player Portal for Wilds Within game system and setting resources, and character sheets for Fantastic and Stellar Adventures.
  • Any Quest Leader will be able to answer your game-related questions, or guide you to answers.
  • During Bellingham summer camps, there will be a dedicated Transition Guide available to help you.
  • A more detailed plan for transition in Seattle will be forthcoming later in 2026.

You may also have your parents contact us with questions at info@majesticadventures.net.

Sci-Fi Game Transition Logos

Star Quest and Stellar Adventures

Stellar Adventures will replace Star Quest starting Summer 2026 and will utilize a sci-fi variant of ‘The Wilds Within’ game system. Stellar Adventures is a sci-fi adventure LARP that features boffer and blaster battles, space ships, alien planets, and high adventure amongst the stars! See more about Stellar Adventures.

Star Quest players will be able to transition their character into Stellar Adventures at the beginning of any Stellar Adventures program they are signed up for, and staff will be able to assist them in that transition.

More information about Stellar Adventures and the transition for existing Star Quest players will be coming by the beginning of summer 2026.