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    Death

    Posts : 53
    Join date : 2015-05-28

    Adventure Rules

    Post by Death on Fri May 29, 2015 5:11 pm

    Adventures
    The Tir Na Nog game consists o f a group
    of characters embarking on an adventure that the Dungeon
    Master presents to them. Each character brings
    particular capabilities to the adventure in the form of
    ability scores and skills, class features, racial traits,
    equipment, and magic items. Every character is different,
    with various strengths and weaknesses, so the
    best party of adventurers is one in which the characters
    complement each other and cover the weaknesses of
    their companions. The adventurers must cooperate to
    successfully complete the adventure.
    The adventure is the heart of the game, a story with
    a beginning, middle, and an end. An adventure might
    be created by the Dungeon Master or purchased off the
    shelf, tweaked and modified to suit the DM’s needs and
    desires. In either case, an adventure features a fantastic
    setting, whether it’s an underground dungeon, a crumbling
    castle, a stretch of wilderness, or a bustling city.
    It features a rich cast of characters: the adventurers
    created and played by the other players at the table,
    as well as non-player characters (NPCs). Those characters
    might be patrons, allies, enemies, hirelings, or
    just background extras in an adventure. Often, one of
    the NPCs is a villain w hose agenda drives much of an
    adventure’s action.
    Over the course of their adventures, the characters
    are confronted by a variety of creatures, objects, and
    situations that they must deal with in some way. Sometimes
    the adventurers and other creatures do their
    best to kill or capture each other in combat. At other
    times, the adventurers talk to another creature (or even
    a magical object) with a goal in mind. And often, the
    adventurers spend time trying to solve a puzzle, bypass
    an obstacle, find something hidden, or unravel the current
    situation. Meanwhile, the adventurers explore the
    world, making decisions about which way to travel and
    what they’ll try to do next.
    Adventures vary in length and complexity. A short
    adventure might present only a few challenges, and
    it might take no more than a single game session to
    complete. A long adventure can involve hundreds of
    combats, interactions, and other challenges, and take
    dozens of sessions to play through, stretching over
    weeks or months of real time. Usually, the end of an
    adventure is marked by the adventurers heading back to
    civilization to rest and enjoy the spoils of their labors.
    But that’s not the end of the story. You can think of
    an adventure as a single episode o f a TV series, made
    up of multiple exciting scenes. A campaign is the whole
    series—a string of adventures joined together, with a
    consistent group of adventurers following the narrative
    from start to finish.

    The Three Pillars of Adventure
    Adventurers can try to do anything their players can
    imagine, but it can be helpful to talk about their activities
    in three broad categories: exploration, social
    interaction, and combat.
    Exploration includes both the adventurers’ movement
    through the world and their interaction with objects and
    situations that require their attention. Exploration is the
    give-and-take of the players describing what they want
    their characters to do, and the Dungeon Master telling
    the players what happens as a result. On a large scale,
    that might involve the characters spending a day crossing
    a rolling plain or an hour making their way through
    caverns underground. On the smallest scale, it could
    mean one character pulling a lever in a dungeon room to
    see what happens.
    Social interaction features the adventurers talking to
    someone (or something) else. It might mean demanding
    that a captured scout reveal the secret entrance to the
    goblin lair, getting information from a rescued prisoner,
    pleading for mercy from an orc chieftain, or persuading
    a talkative magic mirror to show a distant location to
    the adventurers.
    The rules in chapters 7 and 8 support exploration and
    social interaction, as do many class features in chapter 3
    and personality traits in chapter 4.
    Combat, the focus of chapter 9, involves characters
    and other creatures swinging weapons, casting spells,
    maneuvering for position, and so on—all in an effort
    to defeat their opponents, whether that means killing
    every enemy, taking captives, or forcing a rout. Combat
    is the most structured element of a Tir Na Nog session, with
    creatures taking turns to make sure that everyone gets
    a chance to act. Even in the context o f a pitched battle,
    there’s still plenty of opportunity for adventurers to
    attempt wacky stunts like surfing down a flight of stairs
    on a shield, to examine the environment (perhaps by
    pulling a mysterious lever), and to interact with other
    creatures, including allies, enemies, and neutral parties.

    The Wonders of Magic
    Few Tir Na Nog adventures end without something magical
    happening. Whether helpful or harmful, magic appears
    frequently in the life of an adventurer, and it is the focus
    of chapters 10 and 11.
    In the worlds of Tir Na Nog, practitioners
    of magic are rare, set apart from the masses of people
    by their extraordinary talent. Common folk might see
    evidence of magic on a regular basis, but it’s usually
    minor—a fantastic monster, a visibly answered prayer,
    a w izard walking through the streets with an animated
    shield guardian as a bodyguard.
    For adventurers, though, magic is key to their survival.
    Without the healing magic of clerics and paladins,
    adventurers would quickly succumb to their wounds.
    Without the uplifting magical support of bards and
    clerics, warriors might be overwhelmed by powerful
    foes. Without the sheer magical power and versatility
    of wizards and druids, every threat would be magnified
    tenfold.
    Magic is also a favored tool of villains. Many adventures
    are driven by the machinations of spell-casters
    who are hell-bent on using magic for some ill end. A cult
    leader seeks to awaken a god who slumbers beneath
    the sea, a hag kidnaps youths to magically drain them
    of their vigor, a mad wizard labors to invest an army of
    automatons with a facsimile of life, a dragon begins a
    mystical ritual to rise up as a god of destruction—these
    are just a few of the magical threats that adventurers
    might face. With magic of their own, in the form of
    spells and magic items, the adventurers might prevail!


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