Sword & Sorcery or Bust

Theory of Games

Storied Gamist
Hi EnWorlders šŸ¤“ Longtime lurker, first-time poster:

I'm about to run a low-level Sword & Sorcery-themed campaign set in the Forgotten Realms for a group of experienced ttrpg players. I require thine good counsel on these matters:
  1. I'm down to two systems: Barbarians of Lemuria OR Shadowdark. Which system would you use and why (I'm not looking for a comparison, just why you like what you like)?
  2. How do you handle travel in your games? Fast-forward to the destination? Pause at certain intervals for random encounters or when the party camps for the night?
  3. I plan on supercharging player-agency by offering a multitude of choices for each scene (e.g., when the party enters the kingdom, when they enter the tavern, when they meet important NPCs). I'm running the classic "sandbox kingdom with a nearby dungeon that needs crawling" scenario. How many choices is too many?
  4. I don't do the "Mother May I?" thing where players have to constantly ask me "Can my character do X?" I hate that, but I still get players who do it even when I tell them not to. What are some tips for breaking players out of the "Mommy can I roleplay my character" habit?
  5. For an entire campaign, what's the most magic items the players ended up with? Is three magic items per PC too much? Too little?
  6. As a GM have you ever had that Alchemist-player who the first thing they wanted to do was "invent" nitroglycerine or gun powder? Do you let them?
Just some musings and your comments are greatly appreciated (y)
 

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You can't go wrong with either system. For S&S, I'd go with Barbarian of Lemuria. I like the characters having different "careers." Conan, after all, was a thief, warrior, king, slave, pirate, etc. Also, characters start tough and competent.

In S&S, I'll montage travel, so characters can end up all over the map in an episodic feel. However, there may be times where the travel is the point.

With sandbox, I start with one hook to get things going and then open up with more. The sandbox builds up as I get to know the characters and get a feel for what the characters hook on to. I don't prep tons of stuff ahead of time. It's nice to have a few "generic" adventure sites in my pocket if players ramble out to edges unexpectedly.

With the "Mother May I?" players, I just remind them to tell me what their character is doing. Some players just need time to break out of this habit that might have been normal in past play.

3 magic items per character seems fine. I like interesting strong magic items with catches. And with S&S, definitely not too many.

I wouldn't let a player create nitroglycerine.šŸ˜‰ I'd just say it doesn't fit. Gunpowder, probably not, unless the S&S was further ahead than what I usually do with the genre.

Curious about what you settle on and how it goes!
.
 

Hi EnWorlders šŸ¤“ Longtime lurker, first-time poster:

I'm about to run a low-level Sword & Sorcery-themed campaign set in the Forgotten Realms for a group of experienced ttrpg players. I require thine good counsel on these matters:
  1. I'm down to two systems: Barbarians of Lemuria OR Shadowdark. Which system would you use and why (I'm not looking for a comparison, just why you like what you like)?
Give the two, BoL. Why? Because I know zero about the other.
  1. I don't do the "Mother May I?" thing where players have to constantly ask me "Can my character do X?" I hate that, but I still get players who do it even when I tell them not to. What are some tips for breaking players out of the "Mommy can I roleplay my character" habit?
Adequate description ahead of time.
Letting players know enough of the rules to know what is expected to take a roll, and what isn't.
Making certain players understand the limits of description are to stop before declaring a hit.
 

Hi EnWorlders šŸ¤“ Longtime lurker, first-time poster:

I'm about to run a low-level Sword & Sorcery-themed campaign set in the Forgotten Realms for a group of experienced ttrpg players. I require thine good counsel on these matters:
  1. I'm down to two systems: Barbarians of Lemuria OR Shadowdark. Which system would you use and why (I'm not looking for a comparison, just why you like what you like)?
  2. How do you handle travel in your games? Fast-forward to the destination? Pause at certain intervals for random encounters or when the party camps for the night?
  3. I plan on supercharging player-agency by offering a multitude of choices for each scene (e.g., when the party enters the kingdom, when they enter the tavern, when they meet important NPCs). I'm running the classic "sandbox kingdom with a nearby dungeon that needs crawling" scenario. How many choices is too many?
  4. I don't do the "Mother May I?" thing where players have to constantly ask me "Can my character do X?" I hate that, but I still get players who do it even when I tell them not to. What are some tips for breaking players out of the "Mommy can I roleplay my character" habit?
  5. For an entire campaign, what's the most magic items the players ended up with? Is three magic items per PC too much? Too little?
  6. As a GM have you ever had that Alchemist-player who the first thing they wanted to do was "invent" nitroglycerine or gun powder? Do you let them?
Just some musings and your comments are greatly appreciated (y)
1. Hyperborea of course! Wait, not an option? I love SD, but would not use it for a serious and long campaign (it's my #1 goto for short ones though), so would choose BoL (despite not having tried it myself). Oh, past thread on S&S that's pretty good in case you haven't seen it.
2. In my games, I like traveling between areas to be more uncertain and dangerous. So unlike the "dungeons" that are bounded by level (and dependent on the party), outside encounters will have a broad range of difficulties (independent of party level).

I use a mix of keyed encounters that might get "refreshed" from time to time, but rely mostly on random encounters. I probably use less combat than most though; my goal is to make traveling exciting and exploring rewarding.

3. I would not think about all the different choices players could make. Besides your "main" quest, decide how many "adventures" are possible and where there "triggers" should be placed, important places in and around the starting area, then important NPCs that can be found there. From there, player choices can be infinite in the bounds you just established.

For instance, I would design one "adventure" myself as the "main quest" (Find the necromancer's lair under the sewers for clues that leads to "main quest 2". I would then grab two pre-written modules (what, I don't have infinite time on my hands!) and decide how and where they're to be discovered (if at all). For instance, a "rats in the basement" adventure would be triggered at the local tavern by talking with the staff, staying long enough to see them crawl around, or witnessing a body being taken out while walking by and inquiring. Next, I would then grab a pre-written starting area (there's so many good ones out there for free, why not) and work in whatever extra places/NPCs I want or need. Finally, I'd make a simple hex grid of the surrounding areas and key in some fun encounters that might take place on their way to any of my adventures I had set up. If you're using a good system, combat encounter tables should be taken care of, so I would just focus on non-combat ones.

From there, just let the players play in your sandbox and adjust when necesarry. Usually my "main quest" is non-negotiable and they fail the campaign if they fail the quest, but over to you how you want to draw your boundries (if at all).

4. Confused by this one. Unless it's explicitly covered in the rules it's kind of the GM's job to let players know if something can be attempted. In my games, even if there are rules for it, I'll still take the question as "what are my chances" and answer the best I can from their charcter's persepective. For instance, if asked, "Can I jump the gorge?", I would just reply, "Looks tough, but your Athletics skill is high, so you have a good chance to make it. You're dwarven friend in plate mail though might have a rought time...".

5. Depends on the system!

6. No, haha! Fun idea though. Sounds like the perfect reward after they gain some levels, did their research, and completed a sidequest or two.
 

1. Hyperborea of course! Wait, not an option? I love SD, but would not use it for a serious and long campaign (it's my #1 goto for short ones though), so would choose BoL (despite not having tried it myself). Oh, past thread on S&S that's pretty good in case you haven't seen it.
2. In my games, I like traveling between areas to be more uncertain and dangerous. So unlike the "dungeons" that are bounded by level (and dependent on the party), outside encounters will have a broad range of difficulties (independent of party level).

I use a mix of keyed encounters that might get "refreshed" from time to time, but rely mostly on random encounters. I probably use less combat than most though; my goal is to make traveling exciting and exploring rewarding.

3. I would not think about all the different choices players could make. Besides your "main" quest, decide how many "adventures" are possible and where there "triggers" should be placed, important places in and around the starting area, then important NPCs that can be found there. From there, player choices can be infinite in the bounds you just established.

For instance, I would design one "adventure" myself as the "main quest" (Find the necromancer's lair under the sewers for clues that leads to "main quest 2". I would then grab two pre-written modules (what, I don't have infinite time on my hands!) and decide how and where they're to be discovered (if at all). For instance, a "rats in the basement" adventure would be triggered at the local tavern by talking with the staff, staying long enough to see them crawl around, or witnessing a body being taken out while walking by and inquiring. Next, I would then grab a pre-written starting area (there's so many good ones out there for free, why not) and work in whatever extra places/NPCs I want or need. Finally, I'd make a simple hex grid of the surrounding areas and key in some fun encounters that might take place on their way to any of my adventures I had set up. If you're using a good system, combat encounter tables should be taken care of, so I would just focus on non-combat ones.

From there, just let the players play in your sandbox and adjust when necesarry. Usually my "main quest" is non-negotiable and they fail the campaign if they fail the quest, but over to you how you want to draw your boundries (if at all).

4. Confused by this one. Unless it's explicitly covered in the rules it's kind of the GM's job to let players know if something can be attempted. In my games, even if there are rules for it, I'll still take the question as "what are my chances" and answer the best I can from their charcter's persepective. For instance, if asked, "Can I jump the gorge?", I would just reply, "Looks tough, but your Athletics skill is high, so you have a good chance to make it. You're dwarven friend in plate mail though might have a rought time...".

5. Depends on the system!

6. No, haha! Fun idea though. Sounds like the perfect reward after they gain some levels, did their research, and completed a sidequest or two.
Why would SD not be for a long campaign?
 

  1. I'm down to two systems: Barbarians of Lemuria OR Shadowdark. Which system would you use and why (I'm not looking for a comparison, just why you like what you like)?
Shadowdark as it is nice and simple.
  1. How do you handle travel in your games? Fast-forward to the destination? Pause at certain intervals for random encounters or when the party camps for the night?
I do hard, resource management heavy travel. The world is not a safe place. Few travel outside huge caravans. There are lots of good exploration rules out there, and I crank them up to 11 in danger. Character's can expect a meat and soul grinder until they (maybe) make it to some place sort of safe.
  1. I plan on supercharging player-agency by offering a multitude of choices for each scene (e.g., when the party enters the kingdom, when they enter the tavern, when they meet important NPCs). I'm running the classic "sandbox kingdom with a nearby dungeon that needs crawling" scenario. How many choices is too many?
Too many more then five will often be clutter. It just gets confusing if there are three different bandit groups for example.
  1. I don't do the "Mother May I?" thing where players have to constantly ask me "Can my character do X?" I hate that, but I still get players who do it even when I tell them not to. What are some tips for breaking players out of the "Mommy can I roleplay my character" habit?
This is a big one for me. I can say adding a rule like "if you ask if your character can do X, the answer will always be X, and your character will stand exposed and confused for that action round. I should add I also do "your character can die anytime" too. Most players, after the loose 10-20 characters by having them stand confused will get that they should stop asking. It does work with actions too. After 10-20 times when they say loose a potion that falls and breaks on the floor as their character stood there confused, will get it.
  1. For an entire campaign, what's the most magic items the players ended up with? Is three magic items per PC too much? Too little?
Not counting potions and very weak items, three is a good max. And I go for items with a lot more usage then just "the magic sword burns with fire" and add "the sword can summon a small fire fundamental 1/day.
  1. As a GM have you ever had that Alchemist-player who the first thing they wanted to do was "invent" nitroglycerine or gun powder? Do you let them?
Often. If the game has alchemy rules, it should be hard to do by the rules. And it's not like the character can mass produce it. At best they can make a little 'weird alchemy' stuff for personal use. But such made explosives don't just do 100d100 damage or anything....they do damage as per alchemy 'dragon fire' or such. And note while an alchemist could make gun powder, they are not a gun smith too. And even if they make a primitive gun, it's damage and such is only about 'arrow' numbers.

I do like a little tech in my Sword and Sorcery.....like Thundar the Barbarian.
 


How do you handle travel in your games? Fast-forward to the destination? Pause at certain intervals for random encounters or when the party camps for the night?
In my D&D games, I resolve overland travel in roughly four-hour increments, and I scale my map so that's the amount of time it takes to travel from one hex to another. Depending on terrain type and other environmental factors, it may require a navigation check to move into the desired space. Also depending on terrain type, there could be up to three random encounter checks during a day of travel: one after the party leaves camp in the morning, one at mid-day, and one as they arrive in their new location in the evening. There could also be up to three such checks as they camp for the night.

So when the players describe an action that involves travel, possible narrations of the outcome are an almost immediate encounter, or I might ask for a navigation check and describe the hex moved into (either the desired hex or another one), or I simply describe the new hex without asking for a check and where there may or may not be an encounter. If the players intend to travel in one direction for the whole day (or whatever roughly eight-hour period of time we're considering the "adventuring day"), and travel is uninterrupted by any encounters or changes in terrain, then narration might consist of nothing more than describing the destination hex where they can camp for the night.
 

For overland travel, I like to place one good stop along the way. If you travel a few hundred miles through a few small towns and places I like to make one town have something they can do something with. Maybe a festival is going on or a missing something or just a traveling merchant that may come up later. There could be a combat, but I tend to avoid them since the PCs are at 100% and just nova the thing. A band of goblins attacking in hordes is fun if you do not have a lot of other stuff prepared for the PCs though.

Sometimes travel is the point though and it matters. Crossing a 2-week long desert and you have only 10 days of food now matters. Then you need wandering people and monsters to interact with and local animals to hunt and see if they have water and such.
 

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