Anthology
The Guide to Systemless RPG
Page created the 3th December 2000
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Adventure styles

There is many ways to roleplay, each scenario is different and has its own interests. This classification defines what theses interests are (but it doesn't tell anything about quality). It fits much more one-shot adventuresthan campaigns.

The aim of this classification is to help people to know what they will play before the beginning of the advenure
(in a convention for instance)

some examples
please note: it is certainly not an attempt to classify all adventures made for a certain game! it is only a landmark

For a specific D&D adventure:
GENRE: Heroic-Fantasy in Forgotten Realms
SYSTEM: D&D
ACTION
PLOT
ATMOS PSY IMPRO SIMU
III III   I   III
MOOD SCALE FUN COOP
  + +

For a specific CoC adventure:
GENRE: Contemporary and fantastic (Horror) in USA
SYSTEM: Chaosium
ACTION
PLOT
ATMOS PSY IMPRO SIMU
I IV II I II
MOOD SCALE FUN COOP
- - +

For a specific Vampire adventure:
GENRE: Contemporary and fantastic (Horror) in World of Darkness
SYSTEM: White Wolf
ACTION
PLOT
ATMOS PSY IMPRO SIMU
II IV I I II
MOOD SCALE FUN COOP
- + -

For a specific Murder Mystery game:
this is not really RPG, but it can give an idea!

GENRE: Contemporary in USA
SYSTEM: none
ACTION
PLOT
ATMOS PSY IMPRO SIMU
V I I III
MOOD SCALE FUN COOP
- --

For a specific multiform game (in Australian way):
GENRE: Contemporary
SYSTEM: none
ACTION
PLOT
ATMOS PSY IMPRO SIMU
I I II III III
MOOD SCALE FUN COOP
- -- - -

Style that I prefer...:
GENRE: Contemporary
SYSTEM: none
ACTION
PLOT
ATMOS PSY IMPRO SIMU
I I IV III I
MOOD SCALE FUN COOP
- -- -- ++

 

First part
Genre and System

You need to define the background, the settings and the genre of the adventure. This field is very free. Some examples: Heroïc-Fantasy, Horror, S-F, Contemporary, Thriller, Historical in ancient Egypt, etc...
You have also to define what system will be used (if there is one): D20, Chaosium, Rolemaster, etc...

Second Part
Style

You need to allocate 10 points between 6 categories: Action - Plot - Atmosphere - Psychology - Improvisation Theatre - Simulation. This enables to tell how you can appreciate the adventure. Note that this classification has absolutely no link with the quality of the adventure since every adventure has 10 points. This classification is an information about the harmony of the adventure.

Action
Interaction - Open story
0 : PCs can't step in the progres of what's happening.
I : PCs can't do many things (except thinking and inquiring). Physical actions are not encouraged.
II : normal
III : very sprightly adventure, or with an open plot (GM doesn't know the end).
IV, V : PCs can make many varied actions. The adventure is very sprightly or the plot is very open.
VI : PCs must build the adventure itself and can do anyhing.
+ : this game is more the cooperative construction of a story than a RPG.
This catagory judges the time that is spent by the players to describe the action of their characters.
Classic ADD : II to VI
Classic CoC: I to III
Classic Vampire: II to IV
Murder Mystery: 0 to V.
Plot
Reflexion - Inquiry
0 : no plot.
I : the adventure doesn't rely on its plot to be interesting.
II, III : normal
IV, V : the base of the adventure is inquiry and/or reflexion.
VI : the adventure is almost exclusively an inquiry. More over the plot is complicated.
+ : the adventurele is a riddle, it isn't a real RPG
This catagory judges the time that is spent by the players to think about the plot.
Classic ADD : I à IV
Classic CoC: II à VI
Classic Vampire: II à IV
Murder Mystery: III à VI
Atmosphere
Narration - Description
0 : classic simple background
I : original background (Renaissance in Italy, a swamp in Florida, space in 2036) or detailed (World of darkness, Amber), but the this is not the prime focus of the adventure.
II : original or detailed background. Atmosphere is an element of the adventure.
III : original and detailed background. Atmosphere is one of the most important element of the adventure (more than plot or PC's actions)
IV : Atmosphere is the prime focus of the adventure.
+ : the GM is telling a story (it is not RPG anymore).
This catagory judges the time that is spent by the players to listen to the description of the GM, or to attend narrative passages
Classic ADD : 0 à I
Classic CoC: 0 à III
Classic Vampire: I à III
Murder Mystery: 0 à II
Psychology
Characters - Philosophy
0 : the description of the character is purely informative (no personality)
I : be in his character (acting) is not fundamental in this adventures, or the adventure doesn't rely on the characters' psychology at all (for instance: characters have a mission and must fulfil it).
II : the development of the adventure depends partly on the (psychologic) choices that the characters must make
.
III : the incarnation of the character is one of the main elements of the adventure.
IV, V : the adventure is mainly based on the incarnation of the character. There can be philosophical elements.
+ : it is a philosophic discussion (it isn't RPG anymore).
This catagory judges the time that is spent by the players to think through their characters (on intimate and personal questions).

Classic ADD : 0 à II
Classic CoC: I à III
Classic Vampire: I à III
Murder Mystery: 0 à II

Improvisation Theatre
this is an unusual dimension of ROLE-playing. it is one of the important elements of what australians call "multiform RPG"
0 : normal
I : the players will have to act (move and talk) sometimes during the play.
II : the players have to act during a big part of the adventure.
III : the players act during the whole adventure (like a murder mystery)
IV : the adventure is somehow experimental and close to improvisation theatre
+ : this is more improvisation theatre than RPG.
This catagory judges the time that is spent by the players to make improvisation theatre.

Classic ADD : 0
Classic CoC: 0
Classic Vampire: 0
Murder Mystery: III

[calculated] Simulation
Rules - Dices
0 : fuck the rules! (or systemless RPG)
I : only the fights are ruled by rules and dices (or diceless RPG)
II to III : normal
IV : rules are applied with no exception. So some actions will take much (real) time to be processed.
V : dices are the true master.
This catagory judges the time that is spent by the application of rules.

Classic ADD : II to V
Classic CoC: 0 to III
Classic Vampire: I to V
Murder Mystery: 0 to II

 

Third Part
ambience

This part describes the exepected ambience of the play and between the players.

Mood

++ : very optimistic. No one really dies, the good people are really good and you can easily recognize evil people.
+ : optimistic
0 : neutral
- : pessimistic
-- : very pessimistic, depressing.
+- : the adventure put together optimistic and pessimistic passages. In general this ambiguity is a main element of the adventure.

Scale

++ : world (universe!) scale. PCs are powerfull and the fate of the world is at stake.
+ :
PCs are important for many people arround. Some big overthrow will happen during the game.
0 : PCs are a bit above average, and will accomplish some important actions for some people.
- : intimist, PCs are almost alone in this adventure.
-- :
intimiste. PCs will make action only for themselves. More over the characters are ordinary
+- : "ordinary people save the world". There is a big evolution of the scale during the game.

Fun
"unseriousness
"

++ : furry (Toon), or anti-simulation.
+ : the world is not very realistic (or not stricly simulated). Some incredible events can happen.
0 : normal. The plot is serious but player can have some fun along the game.
- : adventure is supposed to be serious. Players have to stay serious.
-- : adventure is serious. The world is serious and realistic.
+- : there is a difference between PCs and the world they are in. (for instace Brazil from Terry Giliam: serious characters in a funny world)

Cooperation
team spirit
++ : PCs work together during the whole play without any doubt.
+ : PCs are a team and they have no real interest to act solitary.
0 : the adventure leave the choice to the PCs: they can work together or not.
- : PCs are not a real team, and have no strong links between them. Every PC think of him and not of the team. The departure of a PCs is completely possible (if he can).
-- : PCs are explicitely opponents (most of mystery murder parties)
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