Difference between revisions of "The Adventure"
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[[File:The Adventure.jpg|right|560px|thumb]] | [[File:The Adventure.jpg|right|560px|thumb]] | ||
− | '''The Adventure''' | + | '''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. |
− | + | 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 | + | 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. |
− | The game world | + | 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 == | ||
Line 71: | Line 71: | ||
* [[Intoxication]] | * [[Intoxication]] | ||
* [[Knowledge Points]] | * [[Knowledge Points]] | ||
+ | * [[Land Clearance]] | ||
* [[Language]] | * [[Language]] | ||
* [[Leader]] | * [[Leader]] | ||
Line 98: | Line 99: | ||
* [[Roads & Routes]] | * [[Roads & Routes]] | ||
* [[Rouse Sleeping Creatures]] | * [[Rouse Sleeping Creatures]] | ||
+ | * [[Saving Throws]] | ||
* [[Saw Pit]] | * [[Saw Pit]] | ||
* [[Shearing Station]] | * [[Shearing Station]] | ||
Line 114: | Line 116: | ||
* [[Travel|Travel & Movement]] | * [[Travel|Travel & Movement]] | ||
* [[Tribe (group)|Tribe]] | * [[Tribe (group)|Tribe]] | ||
+ | * [[Ultravision]] | ||
* [[Underwater Adventures]] | * [[Underwater Adventures]] | ||
* [[Waterpump]] | * [[Waterpump]] | ||
Line 121: | Line 124: | ||
* [[Winepress]] | * [[Winepress]] | ||
</div> | </div> | ||
+ | |||
+ | [[Category: Reviewed]] |
Latest revision as of 21:59, 19 November 2023
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
- Addiction
- Aging
- Aid Rest
- Assisted Riding
- Badlands
- Bakery
- Boat Dock
- Bread (symbol)
- Bunkhouse
- Carter Post
- Chiefdom (entity)
- Chieftain
- Cistern
- Clan
- Clothing Insulation Calculator
- Clothing Insulation
- Coin (symbol)
- Combat
- Commoner (non-player character)
- Communal Holding
- Comrade (non-player character)
- Death
- Dehydration
- Disease
- Diving
- Elder Authority
- Encounters
- Encumbrance
- Enlistment of Hirelings
- Experience (X.P.)
- Experience Level
- Falling
- Farmland
- Follower
- Food
- Forced Activity Checks
- Freight
- Fulling Mill
- Galley Kitchen
- Garner
- Gong Pit
- Granary
- Gravesites
- Gristmill
- Half-timbered House (dwelling)
- Hamlet
- Hammer (symbol)
- Healing
- Helpless Defenders
- Henchmen
- Heroes
- Hinterland
- Hireling
- Horse Gaits
- Hovel (dwelling)
- Illumination
- Infravision
- Injury
- Intoxication
- Knowledge Points
- Land Clearance
- Language
- Leader
- List of Ranges
- Locality
- Locus
- Magic Item
- Malady Checks
- Measurements
- Mercenary Hirelings
- Morale
- Mountain Climbing
- Nation
- Natural Abilities
- Nutrition & the Preparation of Food
- On Guard (sage ability)
- Overland Travel
- Ox Tether
- Parley & Negotiation
- Planes of Existence
- Player Characters
- Progenitor
- Read & Write (sage ability)
- Rest
- Retainer
- Riding Animals & Mounts
- Roads & Routes
- Rouse Sleeping Creatures
- Saving Throws
- Saw Pit
- Shearing Station
- Shrine
- Sleeping for Rest
- Soldier-at-Arms (profession)
- Stable
- Standard Morale
- Sub-chief
- Taxation
- Temperature Grades
- Thorp
- Throwing a Grapple
- Torch
- Town
- Travel & Movement
- Tribe
- Ultravision
- Underwater Adventures
- Waterpump
- Water Source
- Water Well
- Windmill
- Winepress