Villainless Adventures

Rechan

Adventurer
I sat down recently to watch Toy Story 2. And while watching it, something occurred to me.

In many movies (especially Kids movies), you'll have the overall plot be an adventure. But the adventure isn't one where the Hero has to overcome the Villain. It's merely the Hero Going Out! Doing Things! Often rescuing his friends from being lost, or just urgently needing to get from Point A to Point B, or reuniting with his family, or whathaveyou.

Now, calling this a villainless adventure is a bit of a misnomer - there are forces of opposition. But rather than being the antagonist, they are momentary obstacles or plot devices, rather than the person that must be Defeated to Succeed.

But besides the "Overcome the Natural Disaster" scenario, I can't think of any real good villainless adventures for an RPG.

And I think doing this in an RPG might be tricky. The movies' actual action sequences are brief - and typically involve a lot of athletic jumps/climbs/chases/scrambles/other adventurous stunts, and perhaps (brief) combat. The rest is merely Exploration and "Fish Out of Water", along with Comedy. For an RPG adventure, it's hard to hang your hat on that. Tension and Excitement and whatnot is often the pivotal point of the Adventure, and making that LAST longer than a few rolls, or a single scene, outside of combat is a challenge. Not to mention that the lack of a unified opposition or a strong task going through the whole thing, it can feel very much like a series of random encounters.

How would you go about doing such a thing? Or how HAVE you done such a thing?
 
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That is a very good question.

Well, I could see a disease infecting a city to be something like this.

A general hunting party to clear a section of wilderness could be similar, too

Ive always been a fan of a situation where the characters cannot kill anyone, but have to avoid, cajole or just knock people out.

But how to do it is tougher. Skill challenges are an obvious mechanic but I think I would play it more like a "Choose your Path" book, where success goes to A and fialure goes to B.
 

My most recent turn as Man-Day DM was basically a villain-less adventure. There was opposition, mostly in the form of animated guardians, tricks, and traps, but no string-pulling BBEG or similar overlord.

For a summary, click here and read away.
 

One of our old 3e Birthright sessions had a tomb of a powerful wizard as the object of the session.

There were NO monsters in the tomb, only traps and puzzles. The first was digging out the several dozen feet of obsidian shards on top of the tomb. Now, there was no time pressure, so we basically treated it as an archaeology dig, but it was quite fun.

Brad
 

no villain in toy story 2?

zurg.jpg
 

I'm kind of leery of just a dungeoncrawl lacking monsters being a villanless adventure. But I guess it strictly qualifies.
 
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no villain in toy story 2?

zurg.jpg
See:

Now, calling this a villainless adventure is a bit of a misnomer - there are forces of opposition. But rather than being the antagonist, they are momentary obstacles or plot devices, rather than the person that must be Defeated to Succeed.
Zurg was the equivalent of a random encounter. He was only really an obstacle for one of the Buzz Lightyears - the other toys just ignored him and moved on. Al was a Plot Device. He was there, he was making Things Happen, but the toys didn't have to defeat him at all. They didn't even interact with him.
 

Ehhh. I wouldn't really classify a dungeoncrawl that just lacks livign monsters or a boss at the end in this category.

It wasn't just a dungeoncrawl. It was, to quote you, the heroes "Going Out! Doing Things! Often rescuing...friends from being lost." Specifically, the objective was to find and rescue a lost child. The dungeon was just the series of obstacles in the path to that objective.

But, hey, each to their own. :)
 

I've just started to fiddle around with Mouse Guard and think that game could handle a situation like this very well.
 

I'm trying to remember elementry school english classes in which conflict is discussed. What I remember is that common Sources of conflict in literature are....

Man Vs. Man (in an RPG this would be a villian-type adventure that can end in combat or noncombat resolution (i.e. discrediting the noble who has been doing all the bad stuff so that he loses power, etc)

Man vs Nature (in an RPG this is the natural disaster scenario; this could also be the exploration scenario where the PCs are sent off to charter a new land)

Man vs. Destiny (in an RPG this is 'prophecy says your PC will cause the death of the king' and thus the PC trying to find ways to separate himself from the king but somehow no matter where he goes there is some connection that could tie back to the king; or on a lesser scale, your example of trying to reunite with family/friends would fall in this in that destiny separated them but the PCs are trying to get them all back together)

Man vs. Society (in an RPG this is distinct from man v man in that the PCs are not against a particular single person/group but rather society as a whole dislikes and/or conspires against the PC)

... I'm sure there are more, but that's all I can remember at the moment.

I want to say one was man vs. the unexplained (or something like that because i remember the teacher talking about how all the alien/zombie/fiction stories fit in this grouping) So in an RPG this would be the PCs fighting against strange magic effects or strange alien creature invaders or zombie apocalypse, etc.

Anyway, someone else may remember the conflict groupings better than I do ...
 
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