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Chapter Eleven: Adventures and Campaigns

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Modified on 2010/05/18 12:03 by capi3101 Categorized as Starflight RPG
One of the main functions of a GM is to tell a story in the format of a game. These stories are usually portrayed in the form of tasks that the characters must complete in order to bring the story to a successful close. To complete these tasks, they may have to travel far and wide, perform feats of bravery and stupidity, fight aliens or weird lifeforms, and so on. Stories like these can take place in a vast array of possible settings, and can have varying consequences on the lives of the characters (or their whole universe, for that matter). These elements, when taken in concert, are known as adventures (they can also be referred to as missions, depending on the gaming circle). Adventures and adventuring is what the game is all about. It is through adventures that players see and experience the joys and wonders of the Starflight universe. How these adventures play out is entirely up to the players and the characters they control. Adventures can either last for a single session, or they can stretch out in "episodes" that last from session to session, in what is known as a campaign.

This chapter deals with the intricacies of adventures and campaigns and discusses some of the elements that a GM may consider adding to any adventure that they create. Section One discusses plot and the format of most adventures, and includes a primer on how to design adventures, encounters and sites, as well as a sub-chapter that has some basic adventure ideas for the GM needing to come up with something quickly. Section Two delves into settings and discusses some of their possible features. Finally, Section Three discusses how to begin and maintain an ongoing campaign.

NEXT: 11.1 Creating Adventures
PREVIOUS: 10.6 An Example
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