Adventures are series of web pages called tableaus that you can navigate through. The links and options you choose have an effect on how the adventure proceeds. Your options are limited only by your imagination. If there is not an option available for what you want to attempt to do, you may edit the wiki format to add a new link with your choice.
In this way, the project is a free-form way of interactive fiction that others can follow through the created paths or forge their own ways.
List of Adventures
(search tag 'adventure')
Playable
In progress
Adventure Area Themes
Archetypical areas that you can adapt to your own storyline
Port City - these are dangerous and chaotic towns where groups intermingle, goods exchange and disappear. Good for finding what you need, but a tough place to keep life simple
The techno dungeon - Remnant fortresses from the magic age, full of traps and valuable knowledge.
Hometown - Everyone has a home town, and you gotta start somewhere.
Demon Lair - Dungeons! Demons invert a pocket of space-time and warp it into their own abode
How to Develop existing or new Adventures
For more detailed rules on the creation and editing of individual tableaus (individual pages within an adventure) see Game Mechanics
and for general design ideas when making a new tableau see the screen layout discussion
Each adventure should have it's own tag set so that it can be easily isolated. This tag set should be somewhat in code (6 characters, not case-sensitive, letters and numbers) eg. ABF687.001 with hierarchical so that you can have page numbers.
The first page of the adventure could be an overview of the adventure or the in-play intro to the adventure. The former may be preferable when the adventure is primarily under development.
Here is a guide (on the forums) for developing an adventure.
This thread has a quick overview of the Shashnian world, and the conceptual geography linkage map.
Theory ideas
Adventures that are malleable in terms of what character can play them; open-character scenario
Another category for those where a static charcter is always used; historical scenario
- random things can happen in the middle of a story. these can always be dismissed with a 'not now' or something that denies that action from having an effect upon the situation.
e.g. a character is discussing something with a group. all of a sudden a magical event happens out the window, shining bright light and random images in through the window. seeing that this instance is chance magical happening and will not last if not investigated, the player closes the window shades and gives priority to the previous task. (points for resisting distraction?)
-at the end of a narrative sequence
the player gets a choice of what to do.
example: you are wandering through a forest
- continue walking towards a destination
- search for items
- forage
- herbal harvest & maintenance
- other... (player input field)
- what do I hear?
- spatial analysis for other beings nearby
- tracking a distant source
- a psychic ping of sorts. the player can await for noises from afar or send a pulse wave (movement outwards radially) to check reflections from distant sources.
- the sources can be a beacon on the same group transmitting friendly (a response ping, amplified signal).
- the sources can be as a result of a shield cast by another entity (the object desired had a trace field set on it. these fields are invisible, non-corpeal shields that follow a person. they use barely any energy and thus can only be recognized they exist on a defense vs. perception. others can see this shield with an active search (as opposed to just a tiny lens layer over the eyes).
when a player inputs something into the fields where there is not a response already created they will receive a notice that their option will be addressed by a GM; it is something new.
play - search for all tagged play, which need to be the roots of each adventure
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