Powerful Backgrounds, Level Lag and Racial Levels.The Narrator may choose to use any loose ends left unresolved as adventure hooks, leading to an entirely new adventure cycle, and a new hero’s journey. The heroes may have leveled-up, gained Conviction, or received some other reward proportional to the ordeal they have gone through. Captured adversaries may be imprisoned, interrogated or otherwise punished. The heroes may wish to return to areas left unexplored or rest before returning home with the boon, a literal or figurative form of healing and restoration. The heroes have successfully retrieved what they came for, whether treasure, revenge, justice, a talisman, an elixir, secret knowledge, or a supernatural item, or else they are doomed to repeat the ordeal before victory can be claimed. The heroes also find whatever item or information they initially set out on the journey to discover.Īfter the climax, it is time to wrap up loose ends. Alternative rewards may be important information or advancement in level to reflect personal growth. They may find treasure or supernatural items. The Enemy is not always an individual and may be a more abstract adversary, such as death itself.Īfter the heroes have traveled the road of trials and defeated the main adversary, the Narrator should take the opportunity to reward the heroes for their efforts. Instead, the Enemy may retreat to be encountered again at a later time. While there is a chance the Enemy may die in this encounter, it should be difficult for the heroes to achieve this. The heroes may need to use special knowledge and resources they have gained along the way to defeat the Enemy. They discover the full threat posed by their adversary and realize there is more at stake than they had thought. The full extent of the Enemy’s plans or powers may become apparent for the first time. The heroes have their first direct confrontation with the adventure’s main adversary. Other temptations may include indulgence in the heroes’ respective vices. Heroes with religious convictions may have their faith tested and be tempted to stray from the path of spiritual purity. The Narrator confronts the heroes with a compelling reason to abandon their quest. Depending on where their journey takes them, the heroes may risk fatigue and getting lost. The beginning of the journey is often exhausting, frustrating and disorienting. From this point on there is no turning back. If the first challenge is an adversary, the heroes may be able to turn them into an ally.Īfter the first challenge has been overcome the heroes set off on the beginning of their journey, entering an unknown part of the world. ![]() This first threat may even be a bluff or an illusion, in which case all the heroes need to do is bravely press onward. This often takes the form of a low level adversary in a conflict meant to test their resolve and build their confidence. Situational Archetypes as Adventure HooksĪfter finding a source of wisdom, the heroes must face their first challenge.Many adventures may involve traveling to other worlds or planes of existence. Divine intervention in mortal affairs is fairly commonplace, and the descendants of gods are many. In such a setting, magic may have evolved right along with technology or replaced technology altogether. ![]() Lower the Difficulty of all fatigue saves for supernatural power use by adepts by 5. This level of supernatural influence allows non-adepts to use feat slots to purchase supernatural powers at a rank equal to the hero’s total level + 3, divided by 2. In the following pages you will find guidelines for using these symbols, themes and archetypes as tools with which to build or enrich your own setting. Each archetype serves as a framework from which a myriad of variations can be built while retaining the same core idea. More than any other genre, fantasy makes use of a number of recognizable symbols and archetypes in order to tell a story. Fantasy often overlaps with science fiction and horror genres, but even then, it maintains a distinctive feel. You can tell stories filled with wonder and magic, from timeless tales about the struggle of the human spirit and the search for identity to a bloody kick-in-the-door high-adrenaline hackfest. ![]() Virtually anything can be possible in a fantasy setting. This genre allows you to explore your imagination. This supernatural element has profound effects on the setting, making it different from our own world in fantastic ways. Fantasy is distinguished from other genres by the inclusion of a supernatural element such as magic as a key part of the story’s plot, theme or setting. The clash of steel, the chanting of sorcerers, and the roar of dragons: these are the hallmarks of the fantasy genre. Swords and Dragons, dungeons and Sorcery, fearsome beasts and unknown arcane lands-this chapter explores specilized rules for bringing worlds of fantasy adventure to life usuing the True20 System.
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