Quill White Box
I think the word "Box" preceded by a color (white, red, blue or black) should be used in the role-playing world in the same way a dark mischievous and omnipotent demi-god's name should be used within his realm. That two-word combination, dangerously weighed down with hundreds of nostalgia coins, instantly transports us old-school gamers somewhere between the late 70's and the early 80's.
In short if you name your game "White,Red,Blue, Black Box" you better be ready and willing to back it up- like pulling a sword from a stone.
While many many old school systems fall far from this responsibility, "Quill White Box" by Scott Malthouse has not. While Quill took first person writing to the realm of medieval courtesy and etiquette, "Quill White box" supplements these rules for full fantasy gaming. In Quill you earn points for using words from a list called the ink pot, hopefully scoring points at the end of each paragraph.
In Quill, various medieval scenarios are given as well as characters (like the monk and the courtesan) with class points in penmanship (how well your letter is perceived), language (how the character uses the words) and heart (the emotion the writer has placed in the letter). Going over the rules I couldn't wait to start writing a letter. I started by writing a letter to a grieving father about their son's body being found on or about my recedences and barely scored seven points, a neutral reception to my letter. Since then I have not dared try out the scenario where one writes to the King.
Quill White Box takes these basic rules and trebuchets them into the realm of old-school fantasy. For those that have written under the hand of Quill rules, White Box is a true blessing, introducing gold rewards with marketplaces to spend your gold. Items in the marketplace such as King's Parchment, magic ingredients and holy water propel your letters to gracious reception by its fictional recipients.
The key to Quill and its White Box is immersion. Almost like LARPing, the letter writing takes you as far as you take it. Being a die-hard dungeon crawler, I confess I crave a way of having a good old-fashioned dungeon-romp. But, since Quill and Quill White Box are heavily supported by its community on Google+, with members posting created scenarios, it's just a matter of time before someone creates a dungeon-crawl scenario to "play-write". When that happens, no doubt I will either post them here, or retreat into my cloisters, a reclusive monk writing letters to the imaginary characters. I can't say right now which one I would prefer.
Conclusion: "Quill White Box" is an old school supplement to the very successful solo writing rpg "Quill". With it, writer/players will take their letters from humble medieval beginnings to the darkest lands of sorcery, swords and magical items. Its simplicity relies on its rules while its depth relies on the player- thus it deserves the title of 'White Box'.
[5 of 5 Stars!]