Cutthroat Caverns has often been called a ‘diceless RPG’. That has never been closer to the truth than with the guided adventures that come in this set. Each Adventure Module is a self-guided, RPG-style story with a unique adventure hook that adds new dimensions to the winning conditions of the game. Basic game play has not changed, but fun tricks, traps and a story are woven in between the Encounters. You will also find decision trees built into the narrative that allows the party to control their destiny to a degree. Of course, the adventures are one-shots but you will find they add a layer of richness to the game and serve as a wonderful way to introduce the new Encounter Cards and other new elements to Players. Afterwards, the cards will be that much more interesting in the regular game.
"OH CRAP. I READ THE ADVENTURE BEFORE WE SAT DOWN TO PLAY!"
No problem. Should you wish to replay the adventure with a new group of gamers or if you goofed and read the adventure before playing, you can still play and have a blast.
You will simply need to allow the other players to make all the decisions during the game. If the situation forces you to make a decision, do so at random by flipping a coin or similar means.
CREATING YOUR OWN ADVENTURES:
As our adventure modules illustrate, it is pretty easy for any gamer worth his or her salt to design a cool dungeon around Cutthroat Caverns. Having done it, I can say with every bit of confidence that it is a lot of fun to not only come up with the dungeon, but run your friends through your homemade horror - with YOU as narrator or as a player (just let them make the decisions as mentioned above). Any 'random' element in the story can be handled with the Initiative cards, tokens or coin that come in the game. (We have avoided dice on purpose, but if you really have to, heck, it's your dungeon)
We have created two downloadable page templates you can use to create your own pdf adventure module, one a cover and the other a standard page. The cover page should include all the info players would need to know to begin play: what set the Encounters are pulled from, any Relics that should be placed aside, etc. We recommend setting up 9 to 12 Encounters, devising your own nasty tricks and traps to weave between the Encounters and building a narrative that hangs everything together. Remember to include the reason for wanting to betray one another.
The story introduction/background should be no longer than a page and top line the current situation. The game should always start 'in the action' with the background story dropping you off right in the middle.
Spend the extra energy to devise additional winning conditions or on-going challenge help keep the adventure unique and exciting - and tied to your story. Definitely plan a big 'boss battle' for the end of the adventure with some 'wow' factor. Build plenty of opportunities for characters to make decisions and ways for the party to potentially avoid the deadliest of traps or 'dead end' encounters.
You can pull from any Encounters available to you, though if you publish them on-line, try to keep it to the base set and just one of the expansions. If you have Encounters from another set you want to feature, just include all the creature info so it can be played if they don't have the card. You should feel free to modify existing creatures to add new wrinkles and surprise the players or create completely new monsters of your own design – but just make sure that nothing you create unbalances THE GAME unfairly. Do the same with new Relics or Events. Devise new ways to award Prestige (there are no 'Prestige Bonuses' tied to which Encounter it is - the story itself dictates the length and the worth of the encounters).
Above all, have fun. And once you've played it with friends and LOVE it, be sure to find a way to SHARE it with others - either by sending it to us to post in our Fan Made Adventure page or at Boardgamegeek or other gaming site.
GAME ON! TRUST NO ONE.