Yora
Legend
With the previous attempt of starting a thread that doesn't immediately turn into a discussion about what Sword & Sorcery actually is and the history of how the term came to be failing as spectacularly as all Sword & Sorcery RPG threads always do, here's me taking another try at actually having a discussion about gamemastering advice on preparing adventures for Sword & Sorcery campaigns.
If you think there is anything unclear about what Sword & Sorcery actually is, I direct you over here.
Since you can discuss that over there, I want again try to make it clear that tangents on whether something is strictly Sword & Sorcery are strengstens verboten in this thread. I did let it slide too much last time, and I don't know how many times the mods here will let me get away with starting new threads. Just please, please, please, pwease, don't do it. Do it over here.
There's only two definitions we need here:
The Fritz Leiber Definition: When Michael Moorcock asked Fritz Leiber "How should we name our stories that are in the spirit of Robert Howard so people stop putting us in the same bag as Tolkien?", Leiber said "We should call it Sword & Sorcery." Robert Howard, Fritz Leiber, and Michael Moorcock: Sword and Sorcery. John Tolkien: Not Sword & Sorcery.
The Elephant Definition: "It's really difficult to describe, but I know it when I see it."
I don't expect this to work, but hope always dies last.
What do you think are good ways for gamemasters to write adventures and run them in a way to create a feel of Sword & Sorcery stories?
Here's the pieces I found relevant to this topic on the other thread.
If you think there is anything unclear about what Sword & Sorcery actually is, I direct you over here.
Since you can discuss that over there, I want again try to make it clear that tangents on whether something is strictly Sword & Sorcery are strengstens verboten in this thread. I did let it slide too much last time, and I don't know how many times the mods here will let me get away with starting new threads. Just please, please, please, pwease, don't do it. Do it over here.
There's only two definitions we need here:
The Fritz Leiber Definition: When Michael Moorcock asked Fritz Leiber "How should we name our stories that are in the spirit of Robert Howard so people stop putting us in the same bag as Tolkien?", Leiber said "We should call it Sword & Sorcery." Robert Howard, Fritz Leiber, and Michael Moorcock: Sword and Sorcery. John Tolkien: Not Sword & Sorcery.
The Elephant Definition: "It's really difficult to describe, but I know it when I see it."
I don't expect this to work, but hope always dies last.
What do you think are good ways for gamemasters to write adventures and run them in a way to create a feel of Sword & Sorcery stories?
Here's the pieces I found relevant to this topic on the other thread.
One trope I like from Sword and Sorcery is "society is decadent and corrupting", and I would probably use this to influence the quests and quest givers when designing a campaign.
For example, rather than have a starting town the party save from a looming threat. I would probably make the starting town a pretty horrible place, perhaps with a subjugated peoples, and I make the quest givers horrible people to boot.
I would have the quest giver send them on morally dubious quests before they later betray the party at some point, perhaps by sending them into a fighting pit full of reptilian monstrosities instead of paying them their fee. Once the party have battled their way out of the fighting pit, they can fight that early quest giver and unwittingly emancipate the peoples of the town (hopefully making them anti-heroes in the process).
I think one subtle element is that the setting is just that: it's scenery, a backdrop. The protagonists don't have much emotional attachment to the world around them, and they're definitely not there to change it. They interact with their immediate surroundings, they're not concerned with the past or the future or anything that's happening further away than the reach of their axe.
It's just that very interesting things tend to happen within that reach.
As a GM I would prepare an open world style and give the party multiple avenues they can solve a situation. I would expect them to both return the mcguffin to its rightful owner as well as keep it for themselves. Characters often get ripped off by dubious allies, I would give them the opportunity for bloody revenge. They should be able to hand out justice as they see fit even if it means assasinating a local king they disagree with.
In Sword & Sorcery, you don't generally have a happy peaceful starting situation that is being disrupted by an outside force and an expectation that the protagonists will set things right by returning them back to the status quo.
Though I'd be very careful to use betrayal sparingly and for times where it will have strong impact. If the first two people the PCs work for both betray them, you send the players the message to never take on any jobs. I think that can cause a lot of problems further down the road.
But I think it can be pretty neat to have NPCs try to cheat the PCs out of money rather than stabbing them in the back. For example, a merchants appearing unhappy when the party shows up to claim their reward because he didn't expect to actually have to pay the money he promised.
For me part of it is about telling the story of characters making their way through a dangerous world. Even if they're not particularly goal oriented themselves, the nature of the environment means that 'adventure' will eventually come their way.
My advice, based a little bit on personal experience, would be to drop the GM creates an adventure and instead to focus on the PCs have their own stakes in whatever is going on. I would look for a system that gives the PCs fairly clear needs (eg a wealth/resources rating that is under constant pressure) and gives the players fairly straightforward ways to get involved and make things happen.
1. Danger. Look, it's not like Conan or Fafhrd or the Gray Mouser or Elric were getting killed off in every short story (let me introduce you to Conan II!). But early D&D was certainly dangerous- whether in terms of traps, death, TPKs, or any number of other factors. While this mapping to the literary genre is inexact, there was a real feeling of danger to the characters, because the world was dangerous, and the characters could (and would) die.
2. Good doesn't necessarily triumph. This is not Tolkien or Lloyd Alexander; the heroes are not destined to do great things, and good does not win out. Sometimes evil triumphs. In the long run, maybe it's inevitable.
3. Complex and gritty. Look, it's a fantasy world, but it's a fantasy world that's out to get you. Civilization exists in patches, and where it does exist, it's not always a great thing; great power corrupts, and great kingdoms (or, in the case of Greyhawk, the Great Kingdom) are likely to be corrupt and fallen. A thieves' guild is likely to be the real power, if not the Mayor.
4. Low magic. This is a rather ... we'll say arguable topic, as people love to discuss what defines low magic. But in early D&D, there were no cantrips, and magic users were notoriously underpowered for many levels; you could and would have multiple combats go by without any spellcasting. Because spellcasting took a while, and due to initiative, the ability of martial characters in your party to "disrupt" evil spellcasters was always present, giving some verisimilitude to the S&S trope of the swordsman who has to close in with the sorcerer.
5. Ye olde inne. Look, it's a hoary trope now, but the concept of a group of mercenaries looking to be hired for a job ... that's as S&S as you get. There are no grand adventure paths- just jobs to be done, tombs to be raided, and, um, modules to do.In other words, the standard S&S trope of the mercenary was reflected in the episodic nature of the game- in early D&D, this is reflected by the presence of shorter, standalone modules that can be integrated into the campaign.
6. Characters are selfish. I don't want to put too much of an emphasis on this- the PCs will have other interests and other goals, but when we discuss S&S, the characters aren't saving the kingdom because it's the right thing to do- they do it because they are paid (and, often, double-crossed). In early D&D, this is reflected by the emphasis on money as XP.
I think Sword & Sorcery benefits particularly well from not having an expectation of what happens next. The GM writing a custom adventure based on what the players say they want and what happened in the last game certainly is a considerable degree of freedom, but I think the more roguish and swashbuckling you get, the more desirable it becomes for the players to be able to completely throw everything they planned out of the window in the heat of the moment and do something drastically different.
They players may have said at the end of the last game that they will accept the offer of the thieves' guild and work together against a common foe, but there should be room for the players deciding they actually want to betray the thieves and expose the entire plan to a rival faction. I think this should be possible, and the players understand that they have this option without making many hours of preparation completely pointless. And of course, in such situations, the GM should prepare material accordingly.
I'd have to read the whole thing again to be sure, but I think that's exactly what the whole don't prep plots is about.
I think another factor to keep in mind for a Sword & Sorcery type world/campaign is how commoners view magic. I feel I hammer on this point a lot, but common people would be terrified of magic and anyone who can use it, especially if most magicians they saw were doing evil or harmful things (cultists, the corrupt king's mind readers, turning folks into newts, etc.). Now, some people argue that levying a massive social penalty onto magic-using PCs is unfair, but I think it's something that you can cover in your Session 0 if not before.
Nobody trusts a magic user, and even clerics aren't going to be immune to that; sure, your magic brought Urgevd the Cobbler back to his feet and even restored his mangled arm - but what ELSE did it do? And will that evil spread? And how do we know you aren't just controlling all of our minds as we speak?!
Monster Island, an excellent campaign supplement for RuneQuest6/Mythras (and most BRP games) has some suggestions in its Campaign chapter. The chapter discusses these at length but these are the headlines:
First, this campaign supplement happens to be a sandbox which has its own definitions, but one that also fits a picaresque hero which aligns quite well with sword & sorcery.
So, a sandbox -
Not Everything is Meant to be Killed.
No good & evil amongst competing groups. NPCs can be met and interacted with as the players choose, likely with consequences later on. Your system should be tough and dangerous for the PCs (in this it's RQ6/Mythras). Prudence is the best protection.
There is no Game Balance.
The wilderness is filled with danger, this should be a prompt for inventiveness on the part of the players. Death and maiming is possible and even likely. Roll up several characters.
Every Action has a Consequence.
The sandbox region and inhabitants are dynamic, nothing remains static. Not all consequences are bad though, alliances may be formed.
Options and Objectives.
Overarching campaign plots are not necessary although the threads can be there to be picked up by players & PCs.
~Genre aspects of Sword & Sorcery~
The sandbox provides the framework within which a S&S game can be played:
- Living for the Day
Adventures are at a personal level. Quests are pragmatic not epic.
- No Black & White Morality
Flawed heroes, who do not reflect modern sensibilities.
- Healing is Hard
Magical healing is rare in S&S. This makes repetitive combat very dangerous.
- The Corrupting Power of Magic
Magic can be huge and sorcerers sacrifice personal morality. Magic is terrifying and deadly.
- Horror of the Unknown
The places and creatures encountered are strange, mysterious and alien (sometimes literally).
- Anthropocentric and Xenophobic
The protagonists are human, and most of the foes are too. When non-humans are met, they are almost always adversaries.