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[RPG Theory] What is an Adventure?
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<blockquote data-quote="kiznit" data-source="post: 5204887" data-attributes="member: 3994"><p>Oh I fully recognize that but I think there's still great value in asking - I'm very hopeful that people will point out aspects of what makes an "adventure" that I've never thought of or seen articulated.</p><p></p><p>I guess I'm also looking for some potential insight into the player-DM spectrum of pro-active vs. reactive adventuring, there have been some good discussions about such of late. Given the huge and vast array of possible answers to "what makes an adventure great" (and I know that that's a different question and one that's already been asked a billion times anyway) I found myself wondering if framed a little more abstractly and fundamentally, "what makes an adventure", it sort of encourages answering the question from the other direction.</p><p></p><p></p><p></p><p>Some groups sit down and say "hey, let's play such-and-such adventure", whether that's a published module or an idea kicking around the DM's brain ("A fight for the crown!" "Start off as slaves and win your freedom!" "Kobolds have taken your baby!"), while other groups sit down and just say, "hey, let's make some characters and muck around in this cool setting". Both groups invariably end up going on adventures. GOING ON ADVENTURES is pretty much the de-facto, well, <em>reason</em> that we're all playing roleplaying games, for the most part.</p><p></p><p>All that being said, adventures aren't usually very specifically defined in most roleplaying games. Which is fine, they don't need to be, and in fact doing so somewhat limits the potential of the game.</p></blockquote><p></p>
[QUOTE="kiznit, post: 5204887, member: 3994"] Oh I fully recognize that but I think there's still great value in asking - I'm very hopeful that people will point out aspects of what makes an "adventure" that I've never thought of or seen articulated. I guess I'm also looking for some potential insight into the player-DM spectrum of pro-active vs. reactive adventuring, there have been some good discussions about such of late. Given the huge and vast array of possible answers to "what makes an adventure great" (and I know that that's a different question and one that's already been asked a billion times anyway) I found myself wondering if framed a little more abstractly and fundamentally, "what makes an adventure", it sort of encourages answering the question from the other direction. Some groups sit down and say "hey, let's play such-and-such adventure", whether that's a published module or an idea kicking around the DM's brain ("A fight for the crown!" "Start off as slaves and win your freedom!" "Kobolds have taken your baby!"), while other groups sit down and just say, "hey, let's make some characters and muck around in this cool setting". Both groups invariably end up going on adventures. GOING ON ADVENTURES is pretty much the de-facto, well, [i]reason[/i] that we're all playing roleplaying games, for the most part. All that being said, adventures aren't usually very specifically defined in most roleplaying games. Which is fine, they don't need to be, and in fact doing so somewhat limits the potential of the game. [/QUOTE]
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[RPG Theory] What is an Adventure?
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