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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="ART!" data-source="post: 8342123" data-attributes="member: 79926"><p>This is a very good point, i think, and I'm wondering what a GM could do to a very structured, defined magic system in a ruleset to make it less defined and less safe. Game like D&D and Pathfinder have very detailed, very well-defined magic systems. At the risk of nerfing spellcasters (assuming one wants to allow them at all in a S&S game - and I'm well aware some folks do not), I wonder if things like Wisdom saves when casting or using any magic, using the chaos magic tables more often, and things like that, would be simple ways to make magic feel more raw and dangerous.</p><p></p><p></p><p></p><p>Many pulp adventure writers had the good sense to not keep all their eggs in one basket, and wrote serialized and short fiction in many adventure and thriller genres, so there's definitely overlap in the tropes of S&S, westerns, hard-boiled detective yarns, etc.</p><p></p><p>That's super useful, and I would broaden it out and say: </p><ul> <li data-xf-list-type="ul">Freedom and danger go hand-in-hand, and are the natural state of all beings.</li> <li data-xf-list-type="ul">Civilization offers to trade danger for safety, but also trades freedom for oppression.</li> <li data-xf-list-type="ul">Civilization subjugates you to the whims of fickle rulers.</li> <li data-xf-list-type="ul">Freedom is the only way to truly live, but it can be brutish, ugly, and short.</li> </ul><p></p><p>CtD is kind of my model for what I can hope for from a D&D or PF S&S game.</p></blockquote><p></p>
[QUOTE="ART!, post: 8342123, member: 79926"] This is a very good point, i think, and I'm wondering what a GM could do to a very structured, defined magic system in a ruleset to make it less defined and less safe. Game like D&D and Pathfinder have very detailed, very well-defined magic systems. At the risk of nerfing spellcasters (assuming one wants to allow them at all in a S&S game - and I'm well aware some folks do not), I wonder if things like Wisdom saves when casting or using any magic, using the chaos magic tables more often, and things like that, would be simple ways to make magic feel more raw and dangerous. Many pulp adventure writers had the good sense to not keep all their eggs in one basket, and wrote serialized and short fiction in many adventure and thriller genres, so there's definitely overlap in the tropes of S&S, westerns, hard-boiled detective yarns, etc. That's super useful, and I would broaden it out and say: [LIST] [*]Freedom and danger go hand-in-hand, and are the natural state of all beings. [*]Civilization offers to trade danger for safety, but also trades freedom for oppression. [*]Civilization subjugates you to the whims of fickle rulers. [*]Freedom is the only way to truly live, but it can be brutish, ugly, and short. [/LIST] CtD is kind of my model for what I can hope for from a D&D or PF S&S game. [/QUOTE]
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