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[RPG Theory] What is an Adventure?

To me, the key elements of an adventure are:

1. A desirable outcome

In more sandbox games, the PCs themselves would determine this. In more scripted games, the objective could be suggested by the DM. Either way, this gives the PCs a goal to work towards.

2. One or more less desirable outcomes

These define the stakes for the PCs and the consequences of failure. This could include personal losses (death, loss of equipment, loss of status), but in some cases, it is one or more NPCs who suffer. While at least one less desirable outcome is necessary, adding a range of less desirable outcomes to account for varying degrees of success on the part of the PCs could result in a more interesting adventure.

3. The PCs have the ability to influence which outcome is arrived at

This is perhaps the most important point and is one of the factors that distinguishes RPGs from more passive forms of entertainment. Having defined the range of possible outcomes, the outcome which is eventually arrived at should rest ultimately on the choices, decisions and efforts of the PCs.

Now that I think about it, these three elements should ideally also apply one level down, when it comes to individual challenges, and one level up, when considering the campaign as a whole. It's kind of fractal.
 

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Defining "adventure" I think, is a lot like trying to define genre. You're not going to be able to define the edges and that's what trips up a lot of people. For example Gilladian talks about adventures overlapping, blending and what not. If you have two distinct goals, both being pursued at the same time, is that one adventure or two?

If you have four PC's pursuing three goals, how many adventures is it? Who know? And really, it doesn't matter.

Stepping back and defining an adventure as a series of events directed by player and DM action and interaction is probably about as close as you can get. It's fuzzy as heck.
 

To me, an adventure is a series of scenes that ends with an important part of plot being resolved, some threads come to conclusion. At the end of an adventure, the tension is lower than it was during the adventure, the action slows doen significantly.

An adventure can be a part of a greater whole, a campaign - but it's only possible to divide a campaign into adventures when it has these partial resolutions. An adventure is a part that could be described to someone by itself and would not be seen as incomplete.
 

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