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<blockquote data-quote="Raven Crowking" data-source="post: 4510714" data-attributes="member: 18280"><p>Sure. D&D (as originally conceived) was a role-playing <em><strong>adventure</strong></em> game. </p><p></p><p style="margin-left: 20px">An adventure is an activity that comprises risky, dangerous and uncertain experiences. The term is more popularly used in reference to physical activities that have some potential for danger, such as skydiving, mountain climbing, sex with multiple partners and extreme sports. The term is broad enough to refer to any enterprise that is potentially fraught with risk, such as a business venture or a major life undertaking. An adventurer is a person who bases their lifestyle or their fortunes on adventurous acts. (<a href="http://en.wikipedia.org/wiki/Adventure" target="_blank">Adventure - Wikipedia, the free encyclopedia</a>)</p><p></p><p>or</p><p></p><p style="margin-left: 20px">The adventure genre, in the context of a narrative, is typically applied to works in which the protagonist or other major characters are consistently placed in dangerous situations, and a fictional character who lives by their wits and their skills is often called an adventurer. (<a href="http://en.wikipedia.org/wiki/Adventure_(genre" target="_blank">Adventure (genre - Wikipedia, the free encyclopedia</a>))</p><p></p><p>Role-playing games do not have to be adventure games. They do not have to include dangerous situations or the potential for harm. Players may or may not want to feel the thrill of risk associated with (fictional) dangerous conditions. Some who desire to feel the thrill of risk might be content with the "safety net" of having a fictional character take the risks; others are not comfortable with this level of risk (although they want to feel that they are experiencing risk), and want authorial control not only of the fictional character's actions but (to varying degrees) the outcomes of those actions as well.</p><p></p><p>You can have a role-playing game about folks sitting around playing role-playing games if you want, a role-playing game about deciding what to watch on TV, a role-playing game about mercantile trade with little real risk (many early Traveller games I was in were like this), or a role-playing game where the point is to enter dangerous areas and face dangerous foes...and to have the danger be "real" insofar as it can be when using a fictional character as a surrogate.</p><p></p><p>Role-playing has nothing to do with the level of risk involved, one way or the other. I would hate to see that term co-opted to mean a game where risk levels must remain below the threshold of death. </p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 4510714, member: 18280"] Sure. D&D (as originally conceived) was a role-playing [i][b]adventure[/b][/i][b][/b] game. [INDENT]An adventure is an activity that comprises risky, dangerous and uncertain experiences. The term is more popularly used in reference to physical activities that have some potential for danger, such as skydiving, mountain climbing, sex with multiple partners and extreme sports. The term is broad enough to refer to any enterprise that is potentially fraught with risk, such as a business venture or a major life undertaking. An adventurer is a person who bases their lifestyle or their fortunes on adventurous acts. ([url=http://en.wikipedia.org/wiki/Adventure]Adventure - Wikipedia, the free encyclopedia[/url])[/INDENT] or [INDENT]The adventure genre, in the context of a narrative, is typically applied to works in which the protagonist or other major characters are consistently placed in dangerous situations, and a fictional character who lives by their wits and their skills is often called an adventurer. ([url=http://en.wikipedia.org/wiki/Adventure_(genre]Adventure (genre - Wikipedia, the free encyclopedia[/url]))[/INDENT] Role-playing games do not have to be adventure games. They do not have to include dangerous situations or the potential for harm. Players may or may not want to feel the thrill of risk associated with (fictional) dangerous conditions. Some who desire to feel the thrill of risk might be content with the "safety net" of having a fictional character take the risks; others are not comfortable with this level of risk (although they want to feel that they are experiencing risk), and want authorial control not only of the fictional character's actions but (to varying degrees) the outcomes of those actions as well. You can have a role-playing game about folks sitting around playing role-playing games if you want, a role-playing game about deciding what to watch on TV, a role-playing game about mercantile trade with little real risk (many early Traveller games I was in were like this), or a role-playing game where the point is to enter dangerous areas and face dangerous foes...and to have the danger be "real" insofar as it can be when using a fictional character as a surrogate. Role-playing has nothing to do with the level of risk involved, one way or the other. I would hate to see that term co-opted to mean a game where risk levels must remain below the threshold of death. RC [/QUOTE]
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