Difference between revisions of "The Adventure"

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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 inconsequentials necessary to increasing 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 desirable, 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.
  
<div style="column-count:3;-moz-column-count:3;-webkit-column-count:3">
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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.
* [[Combat]]<br>
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* [[Combat Advantages]]<br>
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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.
* [[Experience (X.P.)]]<br>
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* [[Experience Level]]<br>
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== Links ==
* [[Food (substance)|Food]]<br>
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<div style="column-count:5;-moz-column-count:5;-webkit-column-count:5">
* [[Nutrition & Preparation of Food]]<br>
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* [[Addiction (malady)|Addiction]]
* [[Read & Write]]<br>
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* [[Aging]]
* [[Temperature Grades]]<br>
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* [[Aid Rest (sage ability)|Aid Rest]]
* [[Encumbrance]]<br>
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* [[Assisted Riding]]
* [[Measurements]]<br>
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* [[Badlands]]
* [[Addiction]]<br>
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* [[Bakery]]
* [[Aging]]<br>
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* [[Boat Dock]]
* [[Death]]<br>
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* [[Bread (symbol)]]
* [[Dehydration]]<br>
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* [[Bunkhouse]]
* [[Disease]]<br>
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* [[Carter Post]]
* [[Injury]]<br>
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* [[Chiefdom (entity)]]
* [[Intoxication]]<br>
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* [[Chieftain]]
* [[Malady Checks]]<br>
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* [[Cistern]]
* [[Mild Afflictions]]<br>
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* [[Clan (group)|Clan]]
* [[Severe Afflictions]]<br>
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* [[Clothing Insulation Calculator]]
* [[Sleeping for Rest]]<br>
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* [[Clothing Insulation]]
* [[Terminal Afflictions]]<br>
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* [[Coin (symbol)]]
* [[Aid Rest (sage ability)|Aid Rest]]<br>
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* [[Combat]]
* [[Healing]]<br>
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* [[Commoner (non-player character)]]
* [[Resting]]<br>
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* [[Communal Holding]]
* [[
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* [[Comrade (non-player character)]]
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* [[Death]]
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* [[Dehydration]]
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* [[Disease]]
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* [[Diving (sage ability)|Diving]]
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* [[Elder Authority]]
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* [[Encounters]]
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* [[Encumbrance]]
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* [[Enlistment of Hirelings]]
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* [[Experience (X.P.)]]
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* [[Experience Level]]
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* [[Falling]]
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* [[Farmland]]
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* [[Follower]]
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* [[Food]]
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* [[Forced Activity Checks]]
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* [[Freight]]
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* [[Fulling Mill]]
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* [[Galley Kitchen]]
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* [[Garner]]
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* [[Gong Pit]]
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* [[Granary]]
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* [[Gravesites]]
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* [[Gristmill]]
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* [[Half-timbered House (dwelling)]]
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* [[Hamlet]]
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* [[Hammer (symbol)]]
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* [[Healing]]
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* [[Helpless Defenders]]
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* [[Henchmen]]
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* [[Heroes]]
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* [[Hinterland]]
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* [[Hireling]]
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* [[Horse Gaits]]
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* [[Hovel (dwelling)]]
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* [[Illumination]]
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* [[Infravision]]
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* [[Injury]]
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* [[Intoxication]]
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* [[Knowledge Points]]
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* [[Land Clearance]]
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* [[Language]]
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* [[Leader]]
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* [[List of Ranges]]
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* [[Locality]]
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* [[Locus]]
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* [[Magic Item]]
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* [[Malady Checks]]
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* [[Measurements]]
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* [[Mercenary Hirelings]]
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* [[Morale]]
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* [[Mountain Climbing (sage ability)|Mountain Climbing]]
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* [[Nation (group)|Nation]]
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* [[Natural Abilities]]
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* [[Nutrition & the Preparation of Food]]
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* [[On Guard (sage ability)]]
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* [[Overland Travel]]
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* [[Ox Tether]]
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* [[Parley & Negotiation]]
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* [[Planes of Existence]]
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* [[Player Characters]]
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* [[Progenitor]]
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* [[Read & Write (sage ability)]]
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* [[Rest (healing)|Rest]]
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* [[Retainer]]
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* [[Riding Animals & Mounts]]
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* [[Roads & Routes]]
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* [[Rouse Sleeping Creatures]]
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* [[Saving Throws]]
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* [[Saw Pit]]
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* [[Shearing Station]]
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* [[Shrine]]
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* [[Sleeping for Rest]]
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* [[Soldier-at-Arms (profession)]]
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* [[Stable]]
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* [[Standard Morale]]
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* [[Sub-chief]]
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* [[Taxation]]
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* [[Temperature Grades]]
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* [[Thorp]]
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* [[Throwing a Grapple]]
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* [[Torch]]
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* [[Town]]
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* [[Travel|Travel & Movement]]
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* [[Tribe (group)|Tribe]]
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* [[Ultravision]]
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* [[Underwater Adventures]]
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* [[Waterpump]]
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* [[Water Source]]
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* [[Water Well]]
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* [[Windmill]]
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* [[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