Adventures

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Revision as of 13:19, 21 October 2014 by Staffan Björk (Talk | contribs) (Examples)

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The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Wikipedia has a page for Adventures[1] which uses a slightly different meaning (e.g. that a campaign can be a lengthy adventure).

Examples

Tabletop Roleplaying Games often offer pre-made gameplay structures through Adventures. Early examples include "The Keep on the Borderlands", "Rahasia", and "Ravenloft" for Dungeons & Dragons and "The Rise of R'lyeh" for Call of Cthulhu. Later examples include "Orcbusters", "Me and My Shadow, Mark IV", and "Send in the Clones" for Paranoia as well as "100 Bushels of Rye" and "The Staff of Fanon" for Hârnmaster. "Botbusters" and "The Harder They Clone" are examples of mini-adventures for Paranoia while "An ARD Day's Night" and "Whitewash" are even shorter and in practice impossible to complete for the same game.

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

Quests

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

  1. Wikipedia entry for Adventures.

Acknowledgements

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