Adventures in the Robin Hood game are kind of inverted from the D&D tradition. By necessity. A reactive Robin Hood is boring.
The adventure is the outlaws' schemes. Not a scheme presented to the outlaws with the tacit understanding that if they don't all accept it, we won't have an adventure.
The adventure is the outlaws' schemes. Not a scheme presented to the outlaws with the tacit understanding that if they don't all accept it, we won't have an adventure.
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🏹 …the Game Warden has decided on a gift for each outlaw…
🎯 …and then all the outlaw players agree to end it, so they can get those gifts!
There's a lot this plays into with the rest of the rules, but this little bit I've very excited about at the moment.