Although I don't normally review games, a week or so back, we had a hiccup in our normal campaign schedule, so we gave Questcrawl a spin as he was nice enough to provide me with a copy.
it is a GMless adventure system, which perfectly solved our immediate predicament. And, despite playing online, I was able to simply insert a digital deck of playing cards into our already active gameroom on Roll20 and we started to deal out the world. (creator's advice: set the deck as a 70x70 token)
The game flows like this: A joker is placed in the canter of the table and 1-4 players take turns laying out a standard deck of playing cards facedown around it. The players than declare their suit affiliation and their quest, and away they go, revealing cards in turn that represent environmental challenges and mad adversaries to overcome with a handful of d6s until finally, after all four queens have been rescued, the party can then return to their hometown (the Joker) and vanquish the foe that initially drove them out.
From that description, you may have caught on that the game itself is on the abstract side, which I think really works in its favor. Once, the cards are laid out (the only sluggish phase of the game), the table quickly starts adlibbing the most absurd nonsense in an effort to one up each other's insanity and illustrate the wonderland that they are exploring. Of course, "rules-light" does occasionally lead to ambiguity in intention, but the momentum of the game never really falters once the cards are all dealt out, and after roughly an hour or two, you and your friends have spun together a collective dream that might even be brought into more complex forms.