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Explore Mystic Worlds With The Hero's Journey
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<blockquote data-quote="Ynas Midgard" data-source="post: 7716033" data-attributes="member: 6875425"><p>I meant advice and guidelines specific to this game. It has 7 pages dedicated to GM advice (with subheadings like Themes, Bringing the Heroes Together, Designing Adventures, Developing Campaigns, and Challenging the Players), but it's very thin and doesn't really emphasise what the GM is supposed to do different than, say, running ACKS or DCC (simply changing all the props doesn't turn OSR murderhobo adventures into heart-warming fantasy, just like how you can't turn Romeo & Juliet into hard science fiction just by telling the same story set on a space station).</p><p></p><p>It's not that big of a problem, but consider how Beyond the Wall gets its tone across by the mechanical differences (specifically the character and setting creation procedures). Now, The Hero's Journey is way too close to S&W and LL to accentuate the tonal differences purely on a mechanical level. That's why I think specific guidelines to adventure creation would have been useful.</p></blockquote><p></p>
[QUOTE="Ynas Midgard, post: 7716033, member: 6875425"] I meant advice and guidelines specific to this game. It has 7 pages dedicated to GM advice (with subheadings like Themes, Bringing the Heroes Together, Designing Adventures, Developing Campaigns, and Challenging the Players), but it's very thin and doesn't really emphasise what the GM is supposed to do different than, say, running ACKS or DCC (simply changing all the props doesn't turn OSR murderhobo adventures into heart-warming fantasy, just like how you can't turn Romeo & Juliet into hard science fiction just by telling the same story set on a space station). It's not that big of a problem, but consider how Beyond the Wall gets its tone across by the mechanical differences (specifically the character and setting creation procedures). Now, The Hero's Journey is way too close to S&W and LL to accentuate the tonal differences purely on a mechanical level. That's why I think specific guidelines to adventure creation would have been useful. [/QUOTE]
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