Adventures
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Tabletop Roleplaying Games have Narration Structures through "adventures" or "campaigns" that consist of a series of "adventures". They are rather unique as Narration Structures in that they have detailed descriptions of interesting locations, important characters, and possible events but typically not the player characters since these are to be created by players for each game instance. Examples of adventures include "The Keep on the Borderlands", "Rahasia", and "Ravenloft" for Dungeons & Dragons and "The Rise of R'lyeh" for Call of Cthulhu, and examples of campaign include "Queen of the Spiders"[1] for Dungeons & Dragons, "Masks of Nyarlathotep" for Call of Cthulhu and "The Enemy Within campaign"[2] for Warhammer Fantasy Roleplay. Live Action Roleplaying Games such as 1942 – Noen å stole på, Prosepopeia, and Mind's Eye Theatre can have planned events but rely heavily on players providing additional input and substance to the narration.
Using the pattern
Adventures are typical used as a format in Tabletop Roleplaying Games.
Diegetic Aspects
Interface Aspects
Narration Aspects
As have been said above, Adventures is a Narration Pattern.
Consequences
Relations
Can Instantiate
Campaigns, Predetermined Story Structures
with ...
Can Modulate
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Can Be Instantiated By
Can Be Modulated By
Game Masters, Non-Consistent Narration, Summary Updates
Possible Closure Effects
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Potentially Conflicting With
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History
New pattern created in this wiki.
References
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