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Adventure (role-playing games)

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(Redirected fromAdventure module)
Either a collection of material for or a story in a role-playing game
This article is about the role-playing game term. For the 2001 role-playing game from White Wolf Publishing, seeAdventure!
Polyhedral dice on the reference paperwork for a role-playing game adventure
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Anadventure is a playable scenario in atabletop role-playing game. These can be constructed bygamemasters[a] for their players, and are also released by game publishers as pre-madeadventure 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; andsolo adventures, which are played alone, without a game group.

Overview

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An adventure is a playable scenario in atabletop role-playing game which agamemaster[a] 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 acampaign.[2] Adventures meant to be played alone, without a game group, are called solo adventures.[3]

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.[2][4] Pre-written adventure modules have the advantage of being easier to run for new gamemasters,[5] especially linear ones.[2] 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.[6]

History

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Published adventure modules began in 1975 withDave Arneson'sThe Temple of the Frog, released for theDungeons & Dragons settingBlackmoor,[7] 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.[4][8] Solo adventures rose in popularity in 2020, as a result of theCOVID-19 pandemic preventing people from playing role-playing games together in person.[3]

See also

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Notes

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  1. ^abThe role of the person leading the game is variously called the "gamemaster", "storyteller", or "dungeon master" in different role-playing games.[1]

References

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  1. ^Allison, Peter Ray (2020-02-06)."Shedding light on World of Darkness, the gothic-punk universe of RPG Vampire: The Masquerade".Dicebreaker.Gamer Network.Archived from the original on 2020-07-13. Retrieved2020-09-04.
  2. ^abc"Glossaire" [Glossary].Casus Belli Hors Série (in French). No. 25,Manuel Pratique du Jeu de Rôle. Excelsior Publications. May 1999. p. 6.
  3. ^ab"New Solo Adventure Released for Call of Cthulhu".Tabletop Gaming. Warners Group Publications. 2020.Archived from the original on 2020-11-24. Retrieved2020-12-19.
  4. ^abBaker, Eric T. (August 2000)."Games".Realms of Fantasy. No. 6. Sovereign Media. pp. 74–79.
  5. ^Heller, Emily (2019-02-21)."A beginner's guide to playing Dungeons and Dragons".Polygon.Vox Media.Archived from the original on 2020-12-15. Retrieved2020-12-19.
  6. ^Beatie, Scott (2007-10-01). "Voicing the Shadow—Rule-playing and Roleplaying in Wraith: The Oblivion".Law, Culture and the Humanities.3 (3):477–492.doi:10.1177/1743872107081432.
  7. ^Appelcline, Shannon (2014).Designers & Dragons: The '70s (2nd ed.). Evil Hat Productions. pp. 19–20.ISBN 978-1-61317-075-5.
  8. ^Appelcline, Shannon (2014).Designers & Dragons: The '90s (2nd ed.). Evil Hat Productions. p. 19.ISBN 978-1-613170-84-7.
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