Adventure (role-playing games)

A role-playing adventure is a form of publication, which is used exclusively for the roleplaying community.

In it, a coarse occurrence is shown about the extent of a short story and especially for the pen & paper role-playing game to be prepared, presented detailed and open by non-player characters, places and events.

This has the purpose of the game manager with a comfortable home has to offer, in which he can move freely and also incorporate improvisation. Unlike a novel, a role playing game is an interactive process, where a purely chronological sequence of events does not do justice.

Indicated is always the number of required players and their experience levels.

Presentation

A particular challenge and the difference to the conventional literature, the manner of presentation dar. Since it is not possible to merely display the contents chronologically and supplement with any game values ​​, other ways of representation had to be found. However, be mentioned here only common and officially published adventure formats. Closest to the purely chronological narrative is historically held the publications of The Dark Eye. Here, the proposed course of action was actually pieced together chronologically and supplemented with attachments and handouts.

However, the chronological arrangement was broken up by branches and shown roleplaying just by a special treatment. The publications could be divided into three areas.

  • First, general information, which could be read by the game master or told were released.
  • The now following specific information should be found out only after an independent action of the players.
  • The so-called master information was primarily meant to the team captain, who was to incorporate their contents mostly indirectly. Furthermore, the schedule was the GM for a better understanding of the overall situation. Since the introduction of the fourth edition special rule and master information has been summarized into one unit.

This manner of presentation makes it possible to play the adventure with comparatively less preparation, and is aimed especially at RPG newbies because, although it is a simple way of presentation, players and gamemasters but limits them in room for maneuver.

Most other systems and now also of Arkania use a clearer presentation of the adventure. In addition to a chronological arrangement of events to find the non-player characters, places and special events described separately. The game leader, the non -player characters so let free to act, the players have the opportunity to visit most places at any time, and the chronological events can happen almost at the same time. This allows a much freer kind of role-playing, but also represents a significant overhead of the game master, as he must master the contents safe and can be put in the game often face unexpected situations.

Of course the combination of plotorientierter and free presentation. So the adventure can be divided into several days or procedural sections and done a presentation of the key for the section places, people and happenings within it. Similarly, an adventure plotorientiertes be designed more freely through separate listed non-player characters.

Depending on the provider, there are special names. In Dungeons and Dragons adventure modules are called.

Solo Adventure

Furthermore, there are also occasional solo adventures that do not require additional players (not even game master ). One common way this is shaping as a game book, even multiple-choice adventure, and depending on the decision to other paragraphs / pages referenced. A common international designation and book series of the same name is " Choose Your Own Adventure" ( CYOA ), whose principle but was taken over by well-known role-playing game publishing companies like TSR (eg, the Endless Quest series or individual works of normal D & D Adventure).

One-to -one adventure

In one-on -one adventures, even one-on -one or 1 -on-1 there is a game manager and a player. Alternatively adventure can also be rewritten so that a player takes on multiple characters.

Time

Mind the gap!

The amount of time required to an adventure, is hardly predictable. Here it is on the way of the action and interaction of the playgroup. The Able GM should, broad run episodes that raise special joy of role playing session and deal with unloved quickly or even skip.

Into account the type of player

Furthermore, it is not clear how directly passes the path of the players and how fast they can solve so the adventure. Similarly, there are different types of players. Some try to solve a puzzle as quickly as possible, while others prefer the character -oriented role-playing game and spend a lot of time on the interaction with other players and the environment, without advancing the Abenteuerplot directly. Since it depends on the game fun role play, both types of gambling are perfectly legitimate, but mean, of course, a completely different time.

Campaign or short adventure

Also, it depends on the length of the adventure itself. Some contain a relatively short and tight plot, which is best on a game night (about 4-7 hours) can be played. Others offer a plot, which is divided over several episodes and can thus extend over several evenings and should be. Most extensive are the campaigns. These consist of numerous individual episodes and are designed so that they can fill many game nights. This makes a special appeal because the characters have such a logically linked overall experience. Many gamemaster try a similar experience to achieve by them together individual adventure more or less logical. The difference to a campaign, however, is that the adventures are placed in a meta-context, whereas in the campaigns of the first Metaplot stands and is then divided into adventure episodes.

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