Adventures Into the New World

Adventures into the new world is a role-playing game where the characters are explores of a new continent. The players are from a 17’s style setting. The characters walk on a map made by the GR (game runner), and the GR tells them what they see in words. The characters name things and make maps, but the action comes mostly from the players dealing with the inhabitants( who could be Indians, or oriental or anything). The GR makes the whole thing before hand, and the players choose where to go and what to do.

The GR makes events about what the players have decided to do to keep a story going. If they did not, the players would simply show up and what they did would just work.

Combat is not intended to be a major part of this game. However, combat is handled like this. Each action takes a certain amount of seconds. The GR counts off the seconds and any completed actions take place at the end of the second. The players can choose an action from a list or they can make their own and time it (or just guess how long it would take).

The players have an “advantage”, which is like a class in other role-playing games. The player picks a category like trait, skill, possession, etc. and the gets advantage powers with it.

I hope you enjoy this game as much as I have enjoyed making it.

PLAY

The players make all the decisions about where to go and what to do. When the players move, the GR has a map of the continent which he marks with tiny dotted lines, each dot represents on day journey. The GR tells a description of what the players see when the hit rivers, can see mountains, etc. Most of the interest will be in dealing with the natives. When the players move, they make a map (themselves) and name things. plains, forests, mountains, rivers.

When the players decided to do something (called their goal), the GR creates “trigger events”, things that will happen to the players when they do something. This is to prevent the players from simply doing something that just works. The trigger events do not have to be bad or a problem. They could be good, bad or just a reason to stop. An Indian who wants to sell something to you, a hostile road block or an invitation to dine with the Japanese style noble are examples of trigger events.

UNCERTAINTY

Often times what happens is uncertain. Will the people accept the players trade? will the player hit it with his gun? These questions are resolved by the GR setting a percent chance that it will wok and rolling two ten sided dice to determine it.

COMBAT

Combat begins by tearing off little pieces of paper where the players are, making a ‘five foot’ ruler on another piece of paper and drawing the places on the sheet. The GR then counts off seconds and completed actions happen at the end of the second. How many most common actions take is listed below. The players can make their own actions and time them. After estimating the fixed time, the GR adds a d2, d3 or d4 or to the total time. The players do not know how long the enemies are going to take to finish an action.


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