Eine sehr passende Einführung zu der Art wie die Kampagne aufgebaut ist.

(Übernommen aus “Stars Without Number”)

Every character should have a goal from the very start. This might be something as simple as “become wealthy beyond my fondest dreams of avarice” or “be known as the greatest archer in the land”. It might be as elaborate as “engineer the downfall of the kingdoms who took away the lands of my family”. Whatever it is, it should give your character an immediate reason to go out and do something.

This will to act is especially crucial in Adventurer Conqueror King, because this game is designed to support a “sandbox” style of gaming. Unlike many other games that encourage the development of a particular story or the playing out of a specific plot line, ACKS presents kingdoms and undiscovered lands to your characters and invites you to choose for yourself how to experience them. Stories will arise based on what your characters do and how they respond to the adventure situations provided by the GM.

As a player, you need to cooperate with your GM. This doesn’t necessarily mean following every lead and hook you’re given without demurral, but it does mean that you need to respond to the situations and possibilities that are given to you.

You also need to keep in mind that your adventurers exist in a very large world that is not scaled to your characters’ abilities. If you insist on throwing your characters into situations or challenges that seem overwhelming, the odds are that they will overwhelm you. Scouting, reconnaissance, and careful intelligence gathering will help you recognize no-win situations before you push ahead into them. By the same token, don’t hesitate to flee if your party appears to be facing certain doom. A keen sense of when to decamp the field is often an experienced adventurer’s most valuable asset.

Gespielt wird das ganze mit dem Adventurer Conqueror King System von Autarch ( welches dem D&D der 80er Jahre ähnelt.