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The Adventure Cycle

Game ID: GID0319509
Collection Status
Description

A framework to run a network of open table fantasy games. Each game master has one or more villages and each player has one or more characters that go on adventures across different game master’s tables.

Characters have their abilities, reputations, social rank and possessions that follow them from one game master’s village to another.

In each village they have their relationships with the local characters, and the tribes and factions in the lands around. They have quests, property and hidden treasure that are specific to a village.

Prior to a Session the Game Master for the session will do some prep on the villagers, the adventure region and encounterable situations.

An Open Table Session consists of the following distinct steps:

1) Session Set Up Sequence: Any character creation and existing character tidy up, including closed quest effects.

2) One or more Adventure Cycles as follows:

adventure cycle step 1: Village Episodes Sequence.

• Focus Recovery.
• pay taxes
• Max 8 episodes per character (up to 2 may be reserved for step 3).

An episode always involves a single activity of a specific type. The episodes types a character may enact are:
• Buy a Cottage
• Buy or Sell Equipment
• Buy or Sell Gems / Jewels / Art objects
• Enroll Adventure Hirelings
• Gain A Companion
• Philanthropy
• Secure Your Treasure
• Seek a Quest
• Seek the Right to Buy a Cottage
• Socialise
• Spend Growth Points
• Train a Skill
• Work a Profession

adventure cycle step 2: The Adventure Sequence.

• Focus Recovery.
• Determine quest active for each character.
• Play out the adventure
• Note acts of renown and infamy

adventure cycle step 3: Village Return Sequence.

• Heal characters
• Gain growth points for the adventure.
• Gain growth points for quests closed.
• Test reputations for changes.
• Split treasure.
• Village episodes. (Max 2 reserved from earlier)

Adventure Cycle Steps 1 and 3, in the Village, are designed to be highly structured to handle adventure “down time”, and generally contain few opportunities for full depth role play. They do, however, provide the context, motivation, and rewards for what goes on in the adventure. The adventure itself is where all the exciting role play happens.

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