What are qualities you associate with “tabletop adventure games?” I know I have some ideas in my head, which are the following:
- Adventure games involve “adventurous” things: exploring, traveling, fighting, various action exploits, solving (or causing) crimes and mystery, etc. I don’t think adventure games have to be pure action games, but if you’re not going on an adventure, you by definition cannot be an adventure game.
- A fairly traditional referee/player dynamic: referees present and adjudicate the world, players control characters within it that interact with the world, attempting to overcome challenges by any logical means.
- Character agency is at a premium, there should be very little, if any, non-diegetic limitations placed on the choices characters can make.
- Consequences should follow via the logic of the fiction. Without consequences character agency is kind of irrelevant.
- Character creation should be short. Its hard to set an exact time limit because everyone takes different lengths of time to do so, but I would say if character creation takes, on average, an hour or longer it probably doesn’t fit.
- Players should be able to play without knowing the rules. The referee should be able to teach as we go, or handle necessary mechanisms if they feel able to.
- Play should be goal-oriented. While there can be low stakes instances of play intermittently, the crux of the game should be such that players drive towards a known outcome of which they are proactive of, not reactive.
I think that’s most of it. What about you? What do you think you’d add or change to the above? Any that you disagree with?