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Venture Society Rpg Box

A board game by
Publisher: 9th Level
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Venture Society Rpg Box
Available in an external warehouse.
Shipping in about 3/7 days
-15%
50,99€

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IT Free
Description Description

In this world of animals, the regions used to be at war with each other. Thankfully brave animals from each region united for peace and formed the Venture Society. 

The Venture Society is a world wide organization dedicated to helping others and encouraging harmony with your fellow animals, and you're invited to join. 

Venture Society Boxed RPG contentsVenture Society Boxed RPG contents - art not final

Venture Society is an all-ages, non-violent roleplaying game focusing on building skills related to personal strengths, emotional wellness, social awareness, and communication while having a fun experience. 

Parents and professionals (therapists, teachers, etc) can use Venture Society as a fun activity that will also build the child's Social Emotional Learning skills. Everyone is invited to join the Venture Society.

  • Very simple to run and play 
  • Adventures run 30-45 minutes 
  • The focus is on communication and solutions over combat 
  • Utilizes Social Emotional Learning  
  • Good for any age but geared to 5-12 year olds

 Contents 

  • Venture Society RPG Guidebook 
  • Professional Guidebook
  • 60 page Adventure Book Standee with map & GM "screen" foldout
  • 6 double sided dry erase characters sheets 
  • 6 dry erase markers
  • 6 polyhedral dice (2 d6, 2 d8, & 2 d10) 
  • 52 card Adventure prompt card deck (including non-verbal action cards)
  • 12 Venture Point Tokens 
  • 6 Help Tokens 
  • Quick Start Rules
  • Includes digital version of everything 

 Venture Society is easy to run and play. 

We expect most people will want to use our pre-written adventures of which we have over twenty, making the preparation for the game very low. We have included a 10 adventure campaign that incrementally teaches you the rules of the game as well. Each adventure also has a hands on encounter to bring the focus back to the table, this could be a maze, coloring sheet, song, or poem.

Adventures

Venture Society comes with over 20 pre-written adventures written by some top RPG writers and therapy experts.  

  • Adventure Book has player-facing art and GM-facing information. (pictured)
  • Follow a simple structure allowing for an activity to bring focus back to the table.
  •  Timing is key and all adventures can be run between 30-45 minutes.
  •  Adventure template included to help you build your own.
  • Adventure book has a fold out "GM screen" for quick reference
Adventure Book MockupAdventure Book Mockup

 Character Creation

In under 5 minutes you can get started! Just have the players pick their names & answer these 3 questions: 

  • What type of animal are you? 
  • What helpful thing do you do around town? 
  • What item do you have with you? 

There are three ROLES which determine which die you ROLL; THE MOVER, THE TALKER, or THE PROTECTOR. 

  •  The Mover (d6) - physical movement, choosing a path, or making decisions
  •  The Talker (d8) - talking, being loud, creating plans, asking questions
  •  The Protector (d10) - helping, standing up for others, or using empathy

Or start immediately with one of the 6 pre-generated characters like Harper!

Pre-generated character example (art not final)Pre-generated character example (art not final)

System

Venture Society uses the polymorph system. This unique use of a ONE-DIE-PER-PLAYER model means that each player only ever rolls one die type. As stated above your ROLE is your ROLL.

  •  No math! Roll against a chart of numbers. 
  • The GM never rolls, keeping the focus on the player.
  • Always a chance to succeed or get a help token 
  •  Rules light with a narrative focus  

A FOCUS roll requires a 2 or 3, while a MOVE roll would require a 3,4 or 5 regardless of die type rolled. Also, any time a player rolls the TOP NUMBER on their die, they auto-succeed. A ONE allows the group to get a HELP token to use later. 

Polymorph System

 

The Venture Society Principles (SEL)

The in-game principles of The Venture Society are pulled from Social-Emotional Learning (SEL) skill areas.  As members of the Venture Society you will be rewarded by using these skills during your adventures. 

Venture Society Leaders

The Venture Society Principles: 

  •  Communication: Examples include following directions & finding solutions 
  •  Emotional Wellness: Examples include self-control & calm down strategies
  •  Social Awareness: Examples include listening, empathy, & peer pressure
  •  Personal Strengths: Examples include setting goals & recognizing consequences
Venture Society Principles  - Skills List

The economy of Venture Society RPG is social emotional learning. During each adventure the GM keeps track of how the group is interacting with each other and/or the adventure characters and awards Venture Points. These are communal and are given out based on how the group as a whole followed the principles of the Venture Society. The players can then spend Venture Points to upgrade their town, get a new item, or skill. 

MEET THE EXPERTS

Throughout the RPG Guide Book, Professional Book, and Adventures you'll get tips from our resident experts; Rickety, Chucks, and Erin!  They will offer roleplaying GM tips and suggestions for use in therapy & the classroom.

Rickety the RPG Raccoon
Chucks, the Therapy Turtle
Erin, the Education Elephant
Sample page showing expert adviceSample page showing expert advice, layout not final

 

Additional information Additional information
Mechanics:
Categories:
Alternative names:
BARCODE: 644637410193
This was seen 18 times
Description Description

In this world of animals, the regions used to be at war with each other. Thankfully brave animals from each region united for peace and formed the Venture Society. 

The Venture Society is a world wide organization dedicated to helping others and encouraging harmony with your fellow animals, and you're invited to join. 

Venture Society Boxed RPG contentsVenture Society Boxed RPG contents - art not final

Venture Society is an all-ages, non-violent roleplaying game focusing on building skills related to personal strengths, emotional wellness, social awareness, and communication while having a fun experience. 

Parents and professionals (therapists, teachers, etc) can use Venture Society as a fun activity that will also build the child's Social Emotional Learning skills. Everyone is invited to join the Venture Society.

  • Very simple to run and play 
  • Adventures run 30-45 minutes 
  • The focus is on communication and solutions over combat 
  • Utilizes Social Emotional Learning  
  • Good for any age but geared to 5-12 year olds

 Contents 

  • Venture Society RPG Guidebook 
  • Professional Guidebook
  • 60 page Adventure Book Standee with map & GM "screen" foldout
  • 6 double sided dry erase characters sheets 
  • 6 dry erase markers
  • 6 polyhedral dice (2 d6, 2 d8, & 2 d10) 
  • 52 card Adventure prompt card deck (including non-verbal action cards)
  • 12 Venture Point Tokens 
  • 6 Help Tokens 
  • Quick Start Rules
  • Includes digital version of everything 

 Venture Society is easy to run and play. 

We expect most people will want to use our pre-written adventures of which we have over twenty, making the preparation for the game very low. We have included a 10 adventure campaign that incrementally teaches you the rules of the game as well. Each adventure also has a hands on encounter to bring the focus back to the table, this could be a maze, coloring sheet, song, or poem.

Adventures

Venture Society comes with over 20 pre-written adventures written by some top RPG writers and therapy experts.  

  • Adventure Book has player-facing art and GM-facing information. (pictured)
  • Follow a simple structure allowing for an activity to bring focus back to the table.
  •  Timing is key and all adventures can be run between 30-45 minutes.
  •  Adventure template included to help you build your own.
  • Adventure book has a fold out "GM screen" for quick reference
Adventure Book MockupAdventure Book Mockup

 Character Creation

In under 5 minutes you can get started! Just have the players pick their names & answer these 3 questions: 

  • What type of animal are you? 
  • What helpful thing do you do around town? 
  • What item do you have with you? 

There are three ROLES which determine which die you ROLL; THE MOVER, THE TALKER, or THE PROTECTOR. 

  •  The Mover (d6) - physical movement, choosing a path, or making decisions
  •  The Talker (d8) - talking, being loud, creating plans, asking questions
  •  The Protector (d10) - helping, standing up for others, or using empathy

Or start immediately with one of the 6 pre-generated characters like Harper!

Pre-generated character example (art not final)Pre-generated character example (art not final)

System

Venture Society uses the polymorph system. This unique use of a ONE-DIE-PER-PLAYER model means that each player only ever rolls one die type. As stated above your ROLE is your ROLL.

  •  No math! Roll against a chart of numbers. 
  • The GM never rolls, keeping the focus on the player.
  • Always a chance to succeed or get a help token 
  •  Rules light with a narrative focus  

A FOCUS roll requires a 2 or 3, while a MOVE roll would require a 3,4 or 5 regardless of die type rolled. Also, any time a player rolls the TOP NUMBER on their die, they auto-succeed. A ONE allows the group to get a HELP token to use later. 

Polymorph System

 

The Venture Society Principles (SEL)

The in-game principles of The Venture Society are pulled from Social-Emotional Learning (SEL) skill areas.  As members of the Venture Society you will be rewarded by using these skills during your adventures. 

Venture Society Leaders

The Venture Society Principles: 

  •  Communication: Examples include following directions & finding solutions 
  •  Emotional Wellness: Examples include self-control & calm down strategies
  •  Social Awareness: Examples include listening, empathy, & peer pressure
  •  Personal Strengths: Examples include setting goals & recognizing consequences
Venture Society Principles  - Skills List

The economy of Venture Society RPG is social emotional learning. During each adventure the GM keeps track of how the group is interacting with each other and/or the adventure characters and awards Venture Points. These are communal and are given out based on how the group as a whole followed the principles of the Venture Society. The players can then spend Venture Points to upgrade their town, get a new item, or skill. 

MEET THE EXPERTS

Throughout the RPG Guide Book, Professional Book, and Adventures you'll get tips from our resident experts; Rickety, Chucks, and Erin!  They will offer roleplaying GM tips and suggestions for use in therapy & the classroom.

Rickety the RPG Raccoon
Chucks, the Therapy Turtle
Erin, the Education Elephant
Sample page showing expert adviceSample page showing expert advice, layout not final

 

Additional information Additional information
Mechanics:
Categories:
Alternative names:
BARCODE: 644637410193
This was seen 18 times