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General Tabletop Discussion
*TTRPGs General
Gamemastering advice on preparing adventures for Sword & Sorcery campaigns
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<blockquote data-quote="Yora" data-source="post: 8341747" data-attributes="member: 6670763"><p>Yeah, saying "go watch a movie" is not exactly talking about adventure structures and gamemastering techniques.</p><p></p><p>I think The Mandalorian draws heavily from the same pool of references that a majority of Sword & Sorcery works use. From what I've seen and remember, I don't think there's really anything that you couldn't use in a Sword & Sorcery adventure and feel out of place, with the one exception of carrying around a magic baby the entire time.</p><p>However, while it has plenty of great elements that could be copied, it's also lacking many pretty major things that I feel are quite important to make it feel like Sword & Sorcery. Sorcery and horrific monsters. In the end, it's a show made to be suitable for older children, like Star Trek shows in the 90s. It seems to be very tame and save overall.</p><p></p><p>To me, a significant factor in the feel and atmosphere of Sword & Sorcery is that it's often quite spicy. Sword & Sorcery worlds are worlds full with sex, drugs, cruelty, and violence. This can be horribly juvenile or serious and mature, and everything in between, but I think it's really one of the main traits that distinguishes Sword & Sorcery as a style. I guess for play at the table, best practice is obviously to judge the reaction of all players and dial in the intensity to something that works for the group. But when people sign up for a Sword & Sorcery campaign, they should have an idea what they are signing up for. Things get rowdy and things get ugly, that's the overall tone that informs most of the typical elements and themes.</p></blockquote><p></p>
[QUOTE="Yora, post: 8341747, member: 6670763"] Yeah, saying "go watch a movie" is not exactly talking about adventure structures and gamemastering techniques. I think The Mandalorian draws heavily from the same pool of references that a majority of Sword & Sorcery works use. From what I've seen and remember, I don't think there's really anything that you couldn't use in a Sword & Sorcery adventure and feel out of place, with the one exception of carrying around a magic baby the entire time. However, while it has plenty of great elements that could be copied, it's also lacking many pretty major things that I feel are quite important to make it feel like Sword & Sorcery. Sorcery and horrific monsters. In the end, it's a show made to be suitable for older children, like Star Trek shows in the 90s. It seems to be very tame and save overall. To me, a significant factor in the feel and atmosphere of Sword & Sorcery is that it's often quite spicy. Sword & Sorcery worlds are worlds full with sex, drugs, cruelty, and violence. This can be horribly juvenile or serious and mature, and everything in between, but I think it's really one of the main traits that distinguishes Sword & Sorcery as a style. I guess for play at the table, best practice is obviously to judge the reaction of all players and dial in the intensity to something that works for the group. But when people sign up for a Sword & Sorcery campaign, they should have an idea what they are signing up for. Things get rowdy and things get ugly, that's the overall tone that informs most of the typical elements and themes. [/QUOTE]
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Gamemastering advice on preparing adventures for Sword & Sorcery campaigns
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