I am currently at work. Tonight I'll be doing a bunch of stuff with the hubby. But tomorrow I'm going to sit down at the keyboard and try to fill out the above template for Musarra... Let's see how it goes.
Include a guide for making S&S adventures (and how they differ from other types of fantasy adventures). That should take up a few pages.... in hindsight, that's probably not actually -enough- for the book. I should probably aim in the 250-360 page range. And if I wind up doing 60 pages of Crunch for classes/races/corruption, then 55 of Locations, it leaves me with 140-250 pages I need to fill.
I think little side notes with the ''thoughts of the author'' in the margin to explain the process behind specific elements of the setting would be better than a whole essay at the beginning of the book. Systems like Cypher, AGE and the 13th Age use this method and it works pretty well, I think.I think it's pretty clear I could write a dissertation on how to run and maintain the feel of a Sword and Sorcery game, considering I've basically done that and scattered it across the forum, here... So that's definitely an important facet of the book, and probably something I should put right up front for both players and DM's to read.
That's... that's actually super helpful, Faolyn. Like holy crap levels of helpful. Like retargeting my thought process helpful. Writing about the structure and critical understanding of what makes S&S so interesting beyond the most basic trappings of musclebound brutes and half-dressed damsels fighting the wicked machinations of the cartoonishly evil villain...
Deep Thoughts Swords and Sorcery... yeah... I could write a -lot- on that topic. Just need to figure out how to break it down into subtopics that flow into each other.
Could also use that segment of the book to introduce the player-facing mechanics unique to the setting which help reinforce the S&S in the D&D...
Linked to this idea (which is fantastic) would be two or three S&S character backgrounds, motivations etc created by you as examples of how to create interesting characters that avoid the basic trappings you mention. This could also show inclusivity without tokenism in a S&S context.I think it's pretty clear I could write a dissertation on how to run and maintain the feel of a Sword and Sorcery game, considering I've basically done that and scattered it across the forum, here... So that's definitely an important facet of the book, and probably something I should put right up front for both players and DM's to read.
That's... that's actually super helpful, Faolyn. Like holy crap levels of helpful. Like retargeting my thought process helpful. Writing about the structure and critical understanding of what makes S&S so interesting beyond the most basic trappings of musclebound brutes and half-dressed damsels fighting the wicked machinations of the cartoonishly evil villain...
Deep Thoughts Swords and Sorcery... yeah... I could write a -lot- on that topic. Just need to figure out how to break it down into subtopics that flow into each other.
Could also use that segment of the book to introduce the player-facing mechanics unique to the setting which help reinforce the S&S in the D&D...
Glad to help! I know it would help me enormously, if I were to run a game in your world. As I mentioned before, my primary exposure to S&S has been through MST3k, so it's definitely not a well-rounded knowledge of the genre.That's... that's actually super helpful, Faolyn. Like holy crap levels of helpful. Like retargeting my thought process helpful. Writing about the structure and critical understanding of what makes S&S so interesting beyond the most basic trappings of musclebound brutes and half-dressed damsels fighting the wicked machinations of the cartoonishly evil villain...