Adventure

An adventure is a journey into the unknown, an enterprise with all manner of risk and no guarantee of reward. It is life played out on the stage of uncertainty.

Yet, in gaming, the definition of “adventure” is often “the scripted plot used by a Game Master to manage the story of a role-playing game.” Following a script or being managed may not sound very adventurous, but
long-time RPG fans will quickly reply that the RPG is an adventure for the players because they do not know what is going to happen next.

But the GM knows. Does that still make it an adventure?

The posing of such a question is in no way an attack on the beloved traditions of the RPG. It’s merely a thoughtful consideration of the intersection of the art of the game, the spirit of the game, and the spirit of adventure. In the early stages of designing World vs. Hero, I wondered if the thrill of adventure could be heightened by imposing uncertainty upon the role of the GM, or if that uncertainty would make the game impractical. For my guiding inspiration during the research into this possibility, I turned to the essay “Das Abenteuer” by German sociologist Georg Simmel. It’s one of my favorite works from a dynamic writer who presaged structuralism and captured ideas like no one else before him.

Simmel wrote that what we call “adventure” must be an experience markedly different in its relation to our real lives. In fact, it must be a “dropping out of the continuity of life” entirely.
"Wholeness of life," after all, refers to the fact that a consistent process runs through the individual components of life, however crassly and irreconcilably distinct they may be. What we call an adventure stands in contrast to that interlocking of life-links, to that feeling that those countercurrents, turnings, and knots still, after all, spin forth a continuous thread. An adventure is certainly a part of our existence, directly contiguous with other parts which precede and follow it; at the same time, however, in its deeper meaning, it occurs outside the usual continuity of this life.
So, how does this relate to RPGs? It could be argued that the Game Master’s planned story – though still a mystery to the players – constitutes a persistence of the “continuity of life” that must be dropped in order for players to feel the truest sense of adventure, to feel to the greatest degree that nothing is assured.

Of course, a game is just a game, and RPGs are just stories being experienced in the virtual sense, not in the players’ real lives. However, a story-game shaped by the GM and molded around the players is an art form in itself, and Simmel believed that the experience of art is an adventure a well.
For the essence of a work of art is, after all, that it cuts out a piece of the endlessly continuous sequences of perceived experience, detaching it from all connections with one side or the other, giving it a self-sufficient form as though defined and held together by an inner core. A part of existence, interwoven with uninterruptedness of that existence, yet nevertheless felt as a whole, as an integrated unit - this is the form common to both the work of art and the adventure. Indeed, it is an attribute of this form to make us feel that in both the work of art and the adventure the whole of life is somehow comprehended and consummated - and this irrespective of the particular theme either of them may have.
To remove “a piece of the endlessly continuous sequences of perceived experience” from the game that I was designing, I changed the Game Master into the World Player and took away a lot of that participant’s power. Even the designation "World Player" eliminated the perception of a GM’s dominance over the story. In World vs. Hero, neither player can be certain of the turns the story will take, and that intensifies tension, suspense, and adventure, especially for the Hero Player who knows all too well that a plan does not exist through which his or her heroes can emerge victorious.
For the adventure does not consist in a substance which is won or lost, enjoyed or endured: to all this we have access in other forms of life as well. Rather, it is the radicalness through which it becomes perceptible as a life tension, as the rubato of the life process, independent of its materials and their differences - the quantity of these tensions becoming great enough to tear life, beyond those materials, completely out of itself: this is what transforms mere experience into adventure.
But the World Player still needed to get the adventure started. In early development, I knew that the World Player would determine the locations and possible conflicts in a manner that would make a game of World vs. Hero very quick and easy to prepare, but it took a while to get the start-up of that adventure just right. The World Player had to suggest an adventure without actually crafting one in its entirety. In that way, the World Player would be subject to the wildness of possibilities that is the truest essence of the adventure experience – and that wildness would consequently make the Hero Player feel that his or her heroes were indeed playing on the stage of uncertainty.

Success finally came in the form of the Adventure Premise, an extremely simple concept and one that maintained the design objective of the World Player’s quick and easy set-up. It functions in the same manner as a movie teaser or the blurb inside of a novel dust jacket – to stimulate the imagination with a myriad of possibilities, not just one. The Adventure Premise becomes the context of heroic actions and world reprisals, and, as it is a “premise” and not a “plan,” the Hero Player knows that the assurance of anything just does not exist.

My own personal formula for an Adventure Premise in World vs. Hero consists of
  • one to four statements describing some perceived conflict(s);
  • implicit or explicit personal connections to one or more heroes within those statements;
  • a provocative final question.
The inspiration for that formula comes from some wonderful prior experiences. I have been fortunate enough to have played in a few traditional RPG campaigns with Game Masters who shared my love of "real" adventure. In those games, we players were always tense and unsure of what to do because we knew our GM was equally unsure about what was going to happen next. Those GMs worked from a simple premise rather than a detailed plot, and they opened up our imaginations because they themselves were open to an infinite amount of possibilities.

A GM confident in his or her spontaneous creativity and eager to embrace the unknown is the very conduit to adventure itself.

- JF