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An adventure is an exciting experience or undertaking that is typically bold, sometimes risky. Adventures may be activities with danger such as traveling, exploring, skydiving, mountain climbing, scuba diving, river rafting, or other extreme sports. Adventures are often undertaken to create psychological arousal or in order to achieve a greater goal, such as the pursuit of knowledge that can only be obtained by such activities.
Motivation
Adventurous experiences create psychological arousal, which can be interpreted as negative (e.g. fear) or positive (e.g. flow). For some people, adventure becomes a major pursuit in and of itself. According to adventurer André Malraux, in his Man's Fate (1933), "If a man is not ready to risk his life, where is his dignity?"
Similarly, Helen Keller stated that "Life is either a daring adventure or nothing."
Outdoor adventurous activities are typically undertaken for the purposes of recreation or excitement: examples are adventure racing and adventure tourism. Adventurous activities can also lead to gains in knowledge, such as those undertaken by explorers and pioneers – the British adventurer Jason Lewis, for example, uses adventures to draw global sustainability lessons from living within finite environmental constraints on expeditions to share with schoolchildren. Adventure education intentionally uses challenging experiences for learning.
Author Jon Levy suggests that an experience should meet several criteria to be considered an adventure:
Be remarkable—that is, worth talking about
Involve adversity or perceived risk
Bring about personal growth.
Mythology and fiction
Some of the oldest and most widespread stories in the world are stories of adventure, such as Homer's Odyssey.
The knight errant was the form the "adventure seeker" character took in the Late Middle Ages.
Adventure fiction exhibits these "protagonist on adventurous journey" characteristics, as do many popular feature films, such as Star Wars and Raiders of the Lost Ark.
= Outdoors
=Adventure books may have the theme of the hero or main character going to face the wilderness or Mother Nature. Examples include books such as Hatchet or My Side of the Mountain. These books are less about "questing", such as in mythology or other adventure novels, but more about surviving on their own, living off the land, gaining new experiences, and becoming closer to the natural world.
= Questing
=Many adventures are based on the idea of a quest: the hero goes off in pursuit of a reward, whether it be a skill, prize, treasure, or perhaps the safety of a person. On the way, the hero must overcome various obstacles to obtain their reward.
= Video games
=In video game culture, an adventure game is a video game in which the player assumes the role of a protagonist in an interactive story driven by exploration and puzzle solving. The genre's focus on story allows it to draw heavily from other narrative-based media, literature and film, encompassing a wide variety of literary genres. Many adventure games (text and graphic) are designed for a single player, since this emphasis on story and character makes multi-player design difficult.
Nonfiction works
From ancient times, travelers and explorers have written about their adventures. Journals which became best-sellers in their day were written, such as Marco Polo's journal The Travels of Marco Polo or Mark Twain's Roughing It. Others were personal journals, only later published, such as the journals of Meriwether Lewis and William Clark or Captain James Cook's journals. There are also books written by those not directly a part of the adventure in question, such as The Right Stuff by Tom Wolfe or books written by those participating in the adventure but in a format other than that of a journal, such as Conquistadors of the Useless by Lionel Terray. Documentaries often use the theme of adventure as well.
Adventure sports
There are many sports classified as adventure sports, due to their inherent danger and excitement. Some of these include mountain climbing, skydiving, or other extreme sports.
See also
Adventure film
Adventure playground
Adventure travel
Expedition
Exploration
Filibuster (military)
List of genres
Novelty seeking
Overlanding
Sports
Tourism
Travel
Journey
Voyage
References
External links
Martin Feeney Going on a journey: Life in Year 10
Website of the Research Unit "Philology of Adventure": ongoing research project on the literary history of the adventure pattern
Wikivoyage
Adventure! is a pulp action role-playing game originally printed by White Wolf Game Studio, the third and last book in the Trinity Universe line of games. The game, printed in black and white on pulp-like sepia paper to resemble a period piece, was conceived as a one-book game line, and was never supported by official supplements. Despite having a vocal fanbase, the Trinity Universe line was discontinued shortly after the game's publication; a d20 system version was released in 2004, but quickly discontinued. In 2002, Adventure! won the Origins Award for Best Role-Playing Game of 2001. Onyx Path Publishing has recently acquired the rights to the Trinity Universe and has announced its intention to release a new edition of Adventure!
Setting
The game is set in the 1920s and therefore at the origin of the Trinity Universe timeline. The release of unknown Telluric energy has led to the appearance of a number of particularly gifted characters, whose actions have the potential for shaping the future history of the world. The Aeon Society for Gentlemen, founded by philanthropist Maxwell Mercer, is trying to bring together as many "Inspired" characters as possible, supporting and coordinating them in their effort for the betterment of all of humanity. But darkness lurks, and Mercer's champions will have to face it in the most unlikely locales. There are three archetypes ("character classes") for players to choose from:
Daredevils - whose only "powers" revolve around luck and incredible skill.
Mesmerists - the precursors to Trinity's Psions, masters of the powers of the mind.
Stalwarts - the precursors of Aberrant's Novas, capable of superhuman feats.
Game system
Set to emulate the exploits of Saturday matinee serials and pulp magazine action, Adventure! uses a very loose and flexible variant of the White Wolf proprietary Storyteller System. Adventure! adds significantly to the Storyteller System in three areas: Knacks, Inspiration and Super-Science.
= Knacks
=Knacks are powers that differentiate adventurers and villains from normal human beings.
Heroic powers enhance a human's natural ability, but don’t appear supernatural. Examples include Lightning Reflexes, Amazing Resilience or Eagle Eyes.
Psychic powers manipulate the mind and include telekinesis, telepathy and mind control.
Dynamic powers are more obvious superhero style powers including flight, exceptional strength and supernatural toughness.
= Inspiration
=Inspiration is used to activate knacks, alter the story significantly (either as an instantaneous feat or by altering a potential cliffhanger to better suit the player) increase the number of dice you roll for an action or gain intuitive knowledge to move the story along. There are three facets, and associated traits, to Inspiration, each with their own advantages:
Intuitive – Quicker reactions and better mental agility.
Reflective – Increased patience and bonuses to extended actions.
Destructive – Additional damage and concept damage.
Reviews
Pyramid
Black Gate #4
Backstab #48
See also
Aberrant
Trinity
World of Darkness
Crimefighters