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Deep delving: designing adventures for the Fantasy Trip and beyond


“Avoiding danger is no safer in the long run than outright exposure. Life is either a daring adventure or nothing.”

― Helen Keller

Lately, we have been thinking about adventure design for The Fantasy Trip. While it might be a very old game for some of us, since its re-release a few years ago it is a new game for many more. And new games require new GMs, who might appreciate a little help in setting up adventures. So we’ll give it a shot.


What is an adventure?

For our purposes here, an adventure is an undertaking that heroes take up to achieve a goal in a location for a reward. Vague enough? This encompasses everything from killing giant rats in the tavern cellar for free lodging to tossing a ring of power into Mount Doom to defeat the ultimate evil. It is extremely broad, and the breadth of adventures that can be created in a game like TFT is equally broad, but it does contain the critical elements.


Read more and join the discussion here.



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The Fantasy Trip is one of the few RPGs that support solo play. Is this a part of your gaming life?

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