Epic Venture
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Contents Description................................................................................................................. 1 Figure 1. Game Board .................................................................................................... 1 Preparation ................................................................................................................ 1 Figure 2. Character and Background cards ................................................................... 2 Figure 3. Node token...................................................................................................... 3 Gameplay ....................................................................................................................... 3 Figure 4. Item card......................................................................................................... 4 Combat ........................................................................................................................... 4 Movement..................................................................................................................... 5 Conclusion................................................................................................................. 5
Heather M Decker Interactive Design/Media Application | ITGM-705-OL Exercise 3 August 1, 2010
Description Epic Venture is a tabletop interactive narrative that involves two to five participants. The set includes a board with event nodes spaces; circular event tokens to occupy conflict, rising action, and climax nodes; and small decks of cards for characters (5), background (15), starting situation (15), items (20), events (20), enemies (20), and conclusion (15). Figure 1. Game Board
Preparation Players begin by randomly selecting a character from the five available cards: gladiator, wizard, outlaw, ninja, or charmer. Each particular character type includes a description to assist players with later decision-making under the role of the character. With selections in hand, each player also draws a background card that will serve as a supplement to player reactions to events. Examples of background card topics include ‘cake artisan,’ ‘home village burned to the ground,’ and ‘amateur carpenter.’ Both character and background cards should remain face up in front of the player for the duration of the story.
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Heather M Decker Interactive Design/Media Application | ITGM-705-OL Exercise 3 August 1, 2010
Players may opt to roll a dice or otherwise randomly determine who gets to act as the party Leader. The party Leader is the ultimate tie-breaker in areas of unclear consensus. Figure 2. Character and Background cards
One starting situation and one conclusion card is drawn at random from the respective decks and placed face down on their proper positions on the board. Node tokens are shuffled faced down and distributed onto the board. Each central stage in the story (climax, rising action, and conflict,) has a set of tokens specific to that stage. These tokens can represent any of three main happenings: events, items, or enemy encounters. Because pieces are placed at random, any particular board arrangement may include items, enemies, and story events scattered across the journey, and it’s up to the players to decide how to navigate the uncertainty of their game spread.
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Heather M Decker Interactive Design/Media Application | ITGM-705-OL Exercise 3 August 1, 2010
Figure 3. Node token
Gameplay At the start of a game, the starting situation is immediately flipped up for all to read. Examples of starting situations include “your party is having a drink at the local watering hole,” or “a regular argument has once again erupted.” Players are encouraged to solidify their starting state with their own creativity, and once satisfied, make their first move on the narrative board. As players move to a node on the board, the node token is flipped up to reveal what type of occurrence they’re in for, and the appropriate type of card is drawn. For instance, an Item Found token calls for a card from the Item deck. Each card in these special decks have three different printings on them, coordinated in color to the stages of the story progression. Thus, when a player reveals an Item token within the conflict stage, they receive the item listed in the conflict section. The same card drawn during the rising action stage results in the rising action item listed, etc.
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Heather M Decker Interactive Design/Media Application | ITGM-705-OL Exercise 3 August 1, 2010
Figure 4. Item card
Event and enemy cards are handled in this same fashion. However, while Items effect the party’s inventory, Events effect the story progression and Enemies result in a combat situation.
Combat Each Enemy card lists a description of the enemy type, number of enemies, and any additional details about the enemy. Starting with the Leader, each player takes turns declaring one target and describing their combat against the enemy. Some enemies include special instructions that may effect the players’ inventory or situation. For example, a Flaming Toaster may be immune to weapons of the fiery persuasion. A Petty Klepto steals all conflict-level items for the duration of the battle (they cannot be used.)
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Heather M Decker Interactive Design/Media Application | ITGM-705-OL Exercise 3 August 1, 2010
Movement Normal moves on the board can only proceed along the directional arrow paths; players may move forward on the board, but not backward. Players move one node at a time, discovering and resolving their node token before proceeding with the next move.
Conclusion Once the party reaches the conclusion node of the story, the Conclusion card is flipped over and read. Taking into consideration everything that has been encountered across the board, players cooperatively piece together the ending of their epic journey.
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