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General Tabletop Discussion
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Gamemastering advice on preparing adventures for Sword & Sorcery campaigns
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<blockquote data-quote="ART!" data-source="post: 8346462" data-attributes="member: 79926"><p>My sense is that you're stuck thinking about all this in traditional D&D adventure ways. There's a real comfort in using a planned adventure, but playing a S&S rpg means not doing that <em>kind</em> of planning. The kind of planning you need is NPCs with motivations, groups of NPCs with motivations (the theives guild, the dock workers, the kids at the lizard mount stables, the town guard, the local religious fanatics) , and then a variety of cool locations (the bar where the theives guild meets, the docks, the lizard mount stables which has access to the sewers, the town guard armory, the temple of murdergod). Also: a sense of what the surrounding countryside is like should they actually decide to leave the city. Maybe a location or two for that area. Now you're done. That will probably serve you for a couple sessions.</p><p></p><p>It may also be that you have a GMing confidence issue like my own, wherein I have the ideas, but the thought of actually running brings anxiety. I tend to over-plan, which doesn't help.</p><p></p><p>SO: less structured planning + more confidence. Easy, right? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite18" alt=":ROFLMAO:" title="ROFL :ROFLMAO:" loading="lazy" data-shortname=":ROFLMAO:" /></p></blockquote><p></p>
[QUOTE="ART!, post: 8346462, member: 79926"] My sense is that you're stuck thinking about all this in traditional D&D adventure ways. There's a real comfort in using a planned adventure, but playing a S&S rpg means not doing that [I]kind[/I] of planning. The kind of planning you need is NPCs with motivations, groups of NPCs with motivations (the theives guild, the dock workers, the kids at the lizard mount stables, the town guard, the local religious fanatics) , and then a variety of cool locations (the bar where the theives guild meets, the docks, the lizard mount stables which has access to the sewers, the town guard armory, the temple of murdergod). Also: a sense of what the surrounding countryside is like should they actually decide to leave the city. Maybe a location or two for that area. Now you're done. That will probably serve you for a couple sessions. It may also be that you have a GMing confidence issue like my own, wherein I have the ideas, but the thought of actually running brings anxiety. I tend to over-plan, which doesn't help. SO: less structured planning + more confidence. Easy, right? :ROFLMAO: [/QUOTE]
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