Theory of Games
Storied Gamist
Hi EnWorlders
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:


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:
- 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)?
- 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 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?
- 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?
- 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?
- 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?
