THE EPIC ADVENTURE SYSTEM 1

Adventures are best presented when they provide a structure within which the game master can direct player action. The Epic Adventure System allows the Game Master to use any existing characters in a role-playing environment

Easy

Playable

Interactive

Checklist

THE EPIC ADVENTURE SYSTEM

The Epic Adventure System makes use of the talents of the Game Master to conduct an adventure set against existing or provided background material.

Easy: The Epic System can be implemented with a minimum of effort by the Game Master and with absolutely no new playing techniques for the players.

Playable: The Epic System is created to be playable. Every part of its structure is oriented to allowing great latitude for the Game Master.

Interactive: The Epic System provides for interactive participation by the Players. Its component Scenes appear in variable order depending on the interests, goals, and whims of the Players, and the situation can be suspended for short or long periods of time when other matters confront the Players.

Checklist: The Epic System Checklist provides simple record-keeping for all aspects of the situation. Instead of extensive records for the situation, a simple checklist is all that is required.

BASIC CONCEPT

Using a stage play metaphor, the Epic Adventure provides a format for role-playing adventures which maximizes the use of available material and maximizes the participation of the game master.

In 4 Acts, most of 5 Scenes (more or less), the Players encounter a variety of facts and circumstances which ultimately lead them to a resolution.

Each Act typically occurs in sequence, but the Scenes within an Act can occur in any order. When all Scenes in an Act been completed, the Scenes in the next act become available. When all Acts have been completed, the stage is set for the Climax, which resolves the situation.

THE EPIC STRUCTURE

            X       Act 1     Foundations

    ¨     _     Scene

    ¨     _     Scene

    ¨     _     Scene

    ¨     _     Scene

    ¨     _     Scene

    ¨     _     Scene

    ¨     _     Scene

    ¨     _     Scene

    ¨     _     Scene

    ¨     _     Scene


            X       Act 2     The Problem

    ¨     _     Scene

    ¨     _     Scene

    ¨     _     Scene

    ¨     _     Scene

    ¨     _     Scene


            X       Act 3     Confrontation

    ¨     _     Scene

    ¨     _     Scene

    ¨     _     Scene

    ¨     _     Scene

    ¨     _     Scene


            X       Act 4     Resolution

    ¨     _     Scene

    ¨     _     Scene

    ¨     _     Scene

    ¨     _     Scene

    ¨     _     Scene


            X       Climax     Finale

    All Scenes in an Act must be completed before play can proceed to the next Act.

THE PROTOTYPE ADVENTURE

Role-playing adventures follow a basic structure which emphasizes plot elements rather than character (since the players provide the character and character development). The formula calls for five elements:

B     Basics

G     Gimmick

+      Push

-       Pull

?      Enigma

Each Scene is typified by one of these five elements.

Red Herrings. Occasional Scenes may misdirect or mislead players about the nature or course of the Epic.

ADVANTAGES OF EPIC

The Epic System allows the presentation of background or supplemental materials for a role-playing system without including plot material as narrative. Many adventures couple plot action with background material, often coupling them inextricably. Others present the entire adventure as a scripted narrative without significant variation being possible.

The Epic System does allow for the inclusion of facts, details, situations, and information that, when considered as a whole, detail out a story-line which involves the players.

Long after the Epic has been played, the background material remains, suitable for other situations and adventures.

Character Type Independence. Epics never require players be specific character types. The Game Master provides the details that bring players to each Scene.

Simultaneous Threads. Each scene is independent. When a scene is complete, the next role-playing scene is not necessarily taken from this specific Epic. It is possible to conduct two or more Epics simultaneously, interweaving their Scenes (although the players do not need to know this particular fact).

Hiatus. The Epic can be suspended for any length of time. Scenes are conducted only when the opportunity arises.

System Independent. Epic adventures ignore game rules; it is the responsibility of the Game Master to administer the appropriate rules as needed.

GM RESPONSIBILITIES

The Game Master already makes changes, adaptations, and enhancements to every adventure. The Epic System recruits the GM’s expertise to move the adventure along.

PLAYER RESPONSIBILITIES

The Epic System is transparent to the Player. Everything the player sees is presented through the Game Master. Players know only that they are confronted with a situation and must react to it. Ultimately, their experiences present an opportunity for greater knowledge, reward, and resolution.



THE EPIC ADVENTURE SYSTEM 2

Adventures are best presented when they provide a structure within which the game master can direct player action. The Epic Adventure System allows the Game Master to use any existing characters in a role-playing environment.

CREATING AN EPIC

The Epic Creation Process is under taken in sixeps:

1. The Synopsis.Create a full disclosure synopsis of what the adventure entails.

2. The Scenes. Fill in a short description of each Scene.

3. The Background. Write one or more encyclopedic data entries supporting each Scene. Entries may include maps, diagrams, world or location data, and other information.

4. Organize Data. Organize the data entries. Cross reference each Scene with data entries. Create additional data entries (without direct connections to the Epic).

5. Test, Proof, and Revise. Analyze the Epic to ensure that its flows properly, makes sense when played, and provides sufficient interest to potential players.

6. Create Final Checklist. Create the final checklist with associated Synopsis and data entries.

            X       Act 1     Foundations

    ¨     _     Scene     Desperate Appeal

    ¨     _     Scene     Luxury Yacht

    ¨     _     Scene     Riots

    ¨     _     Scene     Flu Pandemic

    ¨     _     Scene     Terrorist Attack

    ¨     _     Scene     Union Trouble

    ¨     _     Scene     Scrap Of Paper

    ¨     _     Scene     Generation Ship

    ¨     _     Scene

    ¨     _     Scene     Dr. Huerta


            X       Act 2     The Problem

    ¨     _     Scene     Solar Fields

    ¨     _     Scene     Venus Computer

    ¨     _     Scene     CryoCrystals

    ¨     _     Scene

    ¨     _     Scene


            X       Act 3     Confrontation

    ¨     _     Scene     Debris Field

    ¨     _     Scene     Pirate Attack

    ¨     _     Scene     Random Spark

    ¨     _     Scene

    ¨     _     Scene


            X       Act 4     Resolution

    ¨     _     Scene

    ¨     _     Scene

    ¨     _     Scene

    ¨     _     Scene

    ¨     _     Scene


            X       Climax     Finale

    All Scenes in an Act must be completed before play can proceed to the next Act.

THE PROTOTYPE ADVENTURE

Role-playing adventures follow a basic structure which emphasizes plot elements rather than character (since the players provide the character and character development). The formula calls for five elements:

B     Basics

G     Gimmick

+      Push

-       Pull

?      Enigma

Each Scene is typified by one of these five elements.

Red Herrings. Occasional Scenes may misdirect or mislead players about the nature or course of the Epic.

AD 2087. Earth discovers jump drive.

In the year 2086, Earth has reached the planets but not the stars, and probably never will. The Solar System, however, promises to be an interesting place. The Solar Power Fields of Mercury harness the power of the sun for a variety of high energy industrial processes. The Chinese Thousand-Year-Plan for Venus envisions a second Earth some day. Four different nationalities are squabbling over Mars. Fiercely independent prospecting companies are exploiting the asteroids. And the gas giant moons are, as yet, home only to military bases.

On Earth, society is divided into two basic strata: the technologically rich countries, busy exploiting the Earth and the planets, and the grievously poor nations whose populations are facing the fact that neither they nor their children’s children will ever have even a chance of escaping poverty.

[several paragraphs]

Ultimately, the players chance upon the secret asteroid base of Dr. Huerta with the Space Patrol fast on their heels. His experiments with star drive have failed repeatedly, and etc etc.

The finale is the grand test of the the drive, helped along by information the players have learned and contribute.