Difference between revisions of "The Adventure"

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[[File:The Adventure.jpg|right|490px]]
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[[File:The Adventure.jpg|right|560px|thumb]]
  
'''The Adventure''' describes ongoing circumstances that arise during the campaign, related not only to the narrative and the defeating of monsters, but also to the lives of characters outside moments of danger and intrigue.  The subject material includes managing the environment, moving and travelling through the setting, mastering tools and equipment, gaining allies, becoming rich and gathering materials and the inconsequentials necessary to increase the power, prestige and security of the player characters.
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'''The Adventure''' encompasses ongoing events within the Dungeons & Dragons campaign, spanning beyond the narrative and battles with monsters. It delves into the characters' lives beyond perilous moments, involving managing the environment, traversing settings, mastering [[Sage Ability|abilities]] and tools, gaining [[Followers|allies]], amassing [[Treasure|wealth]] and collecting resources. These seemingly trivial elements are essential for enhancing the power, prestige and security of the player characters.
  
Everyday life, especially for characters embarking on daily adventures, has potentially endless details that need to be established in game terms. Most desirably, this should be done in a manner that makes this management simple and easy to remember ~ but this page seeks to expand the links below, as more and more definitions for things become necessary for game play. As rulings are made, and precedents set, it is still hoped that the following list should exist as an aid to play and imagination, particularly by assuring that all players understand these details in the same way.
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Characters engaged in daily adventures face a multitude of details that must be defined in the game's context. Consequently, numerous objects and locations described in the links provided serve as mere facets of the setting. Ideally, the dungeon master should weave these commonplace elements into the campaign, grounding the characters within their surroundings. This approach allows for an ever-expanding list, as any object or concept may be expanded upon for game utility.
  
While adventures are bold, risky undertakings, there is something important to be said for characters who put down roots, assembling groups of associates, contacts, perhaps even a family, while building an edifice that provides wealth, security and peace of mind. A home to come back to, after the adventuring is over. Quests become empty if there is nothing, and no one, to fight for.
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While adventurers possess the courage to undertake various challenges, the list also sparks ideas within players for larger adventures beyond [[Dungeon|dungeon]] delving.  Acquiring property, integrating into communities, gathering followers and [[Henchfolk|henchfolk]], and confronting the hardships of existence in a harsh game world present additional challenges requiring resolution.
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The game world acts as a buffet for player engagement, encouraging deep immersion. Thus, comprehensive outlining and detailing of information become crucial, enabling DMs to adeptly handle any emerging situation.
  
 
== Links ==
 
== Links ==
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* [[Aid Rest (sage ability)|Aid Rest]]
 
* [[Aid Rest (sage ability)|Aid Rest]]
 
* [[Assisted Riding]]
 
* [[Assisted Riding]]
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* [[Badlands]]
 
* [[Bakery]]
 
* [[Bakery]]
 
* [[Boat Dock]]
 
* [[Boat Dock]]
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* [[Coin (symbol)]]
 
* [[Coin (symbol)]]
 
* [[Combat]]
 
* [[Combat]]
* [[Commoner]]
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* [[Commoner (non-player character)]]
 
* [[Communal Holding]]
 
* [[Communal Holding]]
* [[Comrade (lay combatant)]]
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* [[Comrade (non-player character)]]
 
* [[Death]]
 
* [[Death]]
 
* [[Dehydration]]
 
* [[Dehydration]]
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* [[Garner]]
 
* [[Garner]]
 
* [[Gong Pit]]
 
* [[Gong Pit]]
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* [[Granary]]
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* [[Gravesites]]
 
* [[Gristmill]]
 
* [[Gristmill]]
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* [[Half-timbered House (dwelling)]]
 
* [[Hamlet]]
 
* [[Hamlet]]
 
* [[Hammer (symbol)]]
 
* [[Hammer (symbol)]]
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* [[Henchmen]]
 
* [[Henchmen]]
 
* [[Heroes]]
 
* [[Heroes]]
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* [[Hinterland]]
 
* [[Hireling]]
 
* [[Hireling]]
 
* [[Horse Gaits]]
 
* [[Horse Gaits]]
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* [[Intoxication]]
 
* [[Intoxication]]
 
* [[Knowledge Points]]
 
* [[Knowledge Points]]
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* [[Land Clearance]]
 
* [[Language]]
 
* [[Language]]
 
* [[Leader]]
 
* [[Leader]]
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* [[Magic Item]]
 
* [[Magic Item]]
 
* [[Malady Checks]]
 
* [[Malady Checks]]
* [[Man-at-arms]]
 
 
* [[Measurements]]
 
* [[Measurements]]
 
* [[Mercenary Hirelings]]
 
* [[Mercenary Hirelings]]
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* [[Nation (group)|Nation]]
 
* [[Nation (group)|Nation]]
 
* [[Natural Abilities]]
 
* [[Natural Abilities]]
* [[Nutrition & Preparation of Food]]
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* [[Nutrition & the Preparation of Food]]
 
* [[On Guard (sage ability)]]
 
* [[On Guard (sage ability)]]
 
* [[Overland Travel]]
 
* [[Overland Travel]]
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* [[Roads & Routes]]
 
* [[Roads & Routes]]
 
* [[Rouse Sleeping Creatures]]
 
* [[Rouse Sleeping Creatures]]
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* [[Saving Throws]]
 
* [[Saw Pit]]
 
* [[Saw Pit]]
 
* [[Shearing Station]]
 
* [[Shearing Station]]
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* [[Shrine]]
 
* [[Sleeping for Rest]]
 
* [[Sleeping for Rest]]
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* [[Soldier-at-Arms (profession)]]
 
* [[Stable]]
 
* [[Stable]]
 
* [[Standard Morale]]
 
* [[Standard Morale]]
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* [[Torch]]
 
* [[Torch]]
 
* [[Town]]
 
* [[Town]]
* [[Travel & Movement]]
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* [[Travel|Travel & Movement]]
 
* [[Tribe (group)|Tribe]]
 
* [[Tribe (group)|Tribe]]
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* [[Ultravision]]
 
* [[Underwater Adventures]]
 
* [[Underwater Adventures]]
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* [[Waterpump]]
 
* [[Water Source]]
 
* [[Water Source]]
 
* [[Water Well]]
 
* [[Water Well]]
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* [[Winepress]]
 
* [[Winepress]]
 
</div>
 
</div>
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[[Category: Reviewed]]

Latest revision as of 21:59, 19 November 2023

The Adventure.jpg

The Adventure encompasses ongoing events within the Dungeons & Dragons campaign, spanning beyond the narrative and battles with monsters. It delves into the characters' lives beyond perilous moments, involving managing the environment, traversing settings, mastering abilities and tools, gaining allies, amassing wealth and collecting resources. These seemingly trivial elements are essential for enhancing the power, prestige and security of the player characters.

Characters engaged in daily adventures face a multitude of details that must be defined in the game's context. Consequently, numerous objects and locations described in the links provided serve as mere facets of the setting. Ideally, the dungeon master should weave these commonplace elements into the campaign, grounding the characters within their surroundings. This approach allows for an ever-expanding list, as any object or concept may be expanded upon for game utility.

While adventurers possess the courage to undertake various challenges, the list also sparks ideas within players for larger adventures beyond dungeon delving. Acquiring property, integrating into communities, gathering followers and henchfolk, and confronting the hardships of existence in a harsh game world present additional challenges requiring resolution.

The game world acts as a buffet for player engagement, encouraging deep immersion. Thus, comprehensive outlining and detailing of information become crucial, enabling DMs to adeptly handle any emerging situation.

Links