Adventure (role-playing games) explained

An adventure is a playable scenario in a tabletop role-playing game. These can be constructed by gamemasters for their players, and are also released by game publishers as pre-made adventure modules. Different types of designs exist, including linear adventures, where players move between scenes in a predetermined order; non-linear adventures, where scenes can go in multiple directions; and solo adventures, which are played alone, without a game group.

Overview

An adventure is a playable scenario in a tabletop role-playing game which a gamemaster leads the players and their characters through. Various types of designs exist, including linear adventures, where players need to progress through each predetermined scene in turn; and non-linear adventures, where each situation can lead in multiple directions. The former is more restrictive, but is easier to manage, whereas the latter is more open-ended but more demanding for the gamemaster. A series of adventures played in succession are collectively called a campaign.[1] Adventures meant to be played alone, without a game group, are called solo adventures.[2]

Adventures can be created by gamemasters, but are also released by game publishers in the form of modular, supplementary books for role-playing games, sometimes combined with additional game mechanics or background information on the game's setting.[1] [3] Pre-written adventure modules have the advantage of being easier to run for new gamemasters,[4] especially linear ones.[1] Still, it is most common for groups to play adventures they have made up themselves, and even when playing published adventures, it is common for alterations to be made.[5]

History

Published adventure modules began in 1975 with Dave Arneson's The Temple of the Frog, released for the Dungeons & Dragons setting Blackmoor,[6] and have since then become commonplace in the role-playing game industry; White Wolf Publishing, a major role-playing game publisher in the 1990s and 2000s, stood out by rarely publishing adventure modules, preferring to let gamemasters construct their own adventures.[3] [7] Solo adventures rose in popularity in 2020, as a result of the COVID-19 pandemic preventing people from playing role-playing games together in person.[2]

See also

Notes and References

  1. Glossaire . French . Glossary . . 25, Manuel Pratique du Jeu de Rôle . 6 . Excelsior Publications . May 1999.
  2. Web site: New Solo Adventure Released for Call of Cthulhu . 2020 . Tabletop Gaming . Warners Group Publications . 2020-12-19 . https://web.archive.org/web/20201124141042/https://www.tabletopgaming.co.uk/news/new-solo-adventure-released-for-call-of-cthulhu/ . 2020-11-24 . live.
  3. Baker . Eric T. . August 2000 . Games . . 6 . 74–79 . Sovereign Media .
  4. Web site: A beginner's guide to playing Dungeons and Dragons . Heller, Emily . 2019-02-21 . . . 2020-12-19 . 2020-12-15 . https://web.archive.org/web/20201215060801/https://www.polygon.com/deals/21294556/dnd-how-to-play-dungeons-dragons-5e-guide-spells-dice-character-sheets-dm . live .
  5. Beatie . Scott . 2007-10-01 . Voicing the Shadow—Rule-playing and Roleplaying in Wraith: The Oblivion . . 3 . 3 . 477–492 . 10.1177/1743872107081432.
  6. Book: Appelcline, Shannon . Designers & Dragons: The '70s . Evil Hat Productions . 19–20 . 2014 . 978-1-61317-075-5 . 2nd.
  7. Book: Appelcline, Shannon . 2014 . Designers & Dragons: The '90s . 2nd . Evil Hat Productions . 19 . 978-1-613170-84-7.