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Enchanted Realms
“It’s all in the cards!”
Rewards section describes how a character can obtain what has happened in the story so far. Every contribution
additional Enhancement cards. Additional Hero cards can to the story becomes a part of the base that the next player
be “purchased” by trading in ten Item and/or Enhancement will work from.
cards that the character has earned. Players may only use
cards already assigned to the character (not in the player’s (to be continued)
hand!) to purchase Hero cards.
Group Mediation (when things just don’t work out)
Keping Track
If your group is at all like every other group of people,
While everything needed to play an adventure can be disagreements will arise. It may be over which direction
found on the Enchanted Realms cards, Players will find it the story should go or how an item should be used. There
useful to keep notes on names and storyline details. are no hard-fast rules for dealing with these issues, and it is
strongly encouraged that all players strive to remain just as
Additionally, each unique card has its own Catalog flexible.
Number, which is located in the lower-right corner. This
can be used to record particular characters or custom Who has the final authority is up to the group. Will it be
Adventure Decks. You could also record a particular map given to the Lead Player of the moment or will the group
layout for a continuing adventure. take a vote? It may be wise to decide this early on, before a
dispute occurs, so that everyone knows what to expect.
Storytelling Either way, if the players all make the Story and the Quest
their top priorities, then you will have a solid base from
The sections prior to this one have focused on explaining which to work.
how the game works. This section looks at how Enchanted
Realms can be used to inspire and support the telling of When a disagreement arises – STOP & TALK. Take a
your adventure. You will not find another gamers’ world moment to review what has happened so far in the story.
being thrust upon you. How your game world looks and Does the disputed choice make sense with what has
feels is completely up to you. The cards serve only as a happened so far? Does the Lead Player have a “cool idea”
guide to your stories and support game play. that will make the story better? If the answer is yes, then
allow the change to happen and see where the story ends
Storytelling is an art, not a science. A good storyteller is up. Remember… Enchanted Realms was designed to
thoughtful, creative and inspired. If you have read this far, encourage free-form storytelling and roleplaying.
then you have the first two requirements covered. The
third requirement, inspiration, is what Enchanted Realms is
all about.

Good storytelling also takes practice. The more you play
Enchanted Realms adventures, the easier and more
entertaining your storytelling will become. Involving all of
the players in the creative process of an adventure only
Anatomy of a Card
increases the potential for some awesome adventures.

Title
Force Number
Since there is no set time limit for each player’s turn, those
less adept at storytelling can make their turn last for as
Attributes
long as they are comfortable, then pass the lead to the next
player. Players with strong storytelling skills will be able
to shine as they carry the adventure forward. The magic
Picture or
here is that all players are involved in creating a story of Long Description
high adventure!

Enchanted Realms uses primarily two types of card
Adventure Logo
layouts: with pictures and without. Cards that do not have
pictures provide more text-based information; there’s not a Short Description
lot of interpretation required here. Cards that include
Catalog Number
pictures are wide open for individual expression. Often, a
player will want to take into consideration all of the cards
“at hand” when adding to the story; a prime example is
when cards are “stacked”. Equally important is to consider
© 2000-2008 Michael Downey

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