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<blockquote data-quote="Minigiant" data-source="post: 9819299" data-attributes="member: 63508"><p>Sword and Sorcery Rant:</p><p></p><p>IMHO, Sword and Sorcery is about the protagonist dealing with personal and local wins and losses which can be ugly or costly. This is easy with warriors because they typically don't scale that fast outside the local as quickly. Skill users are based on author scale.. But isn't not impossible with spellcasters.</p><p></p><p>D&D stops being local and personal after level 7 or so. Especially post 3e. You can force it by limiting goes to material plane monsters and limiting magic spells but<strong> it gets boring </strong></p><p></p><p>This is because it's hard to make the mechanic part of sword and sorcery interesting it gets stale because you personalize everything and does you limit the lot louder options your characters have and eventually you will repeat yourself. Therefore you end up either doing things outside of the books or you require a skilled DM/GM to craft story that keeps the excitement up in lieu of the stale mechanical play.</p><p></p><p>This is why sword and sorcery are not popular game settings for RPG play when there's any competition. The only worked back in the day when there weren't as many rules and rule sets to compete with that style of setting. The second another style of setting appeared sort of sorcery became unpopular.</p><p></p><p>And that's the rub you're not going to make any money with sword and sorcery if the only playable style of characters are low complexity warriors and "thieves". You must allow spell casters or technology users or some kind of advanced martial arts or skill system in the game in order to spice it up as the game goes.</p><p></p><p>Because you're not going to sell many copies if a game setting where everything is personal if the persons are mechanically boring. Because if all of the interesting parts or outside of the game then they don't need to <strong><u>buy your game.</u></strong></p></blockquote><p></p>
[QUOTE="Minigiant, post: 9819299, member: 63508"] Sword and Sorcery Rant: IMHO, Sword and Sorcery is about the protagonist dealing with personal and local wins and losses which can be ugly or costly. This is easy with warriors because they typically don't scale that fast outside the local as quickly. Skill users are based on author scale.. But isn't not impossible with spellcasters. D&D stops being local and personal after level 7 or so. Especially post 3e. You can force it by limiting goes to material plane monsters and limiting magic spells but[B] it gets boring [/B] This is because it's hard to make the mechanic part of sword and sorcery interesting it gets stale because you personalize everything and does you limit the lot louder options your characters have and eventually you will repeat yourself. Therefore you end up either doing things outside of the books or you require a skilled DM/GM to craft story that keeps the excitement up in lieu of the stale mechanical play. This is why sword and sorcery are not popular game settings for RPG play when there's any competition. The only worked back in the day when there weren't as many rules and rule sets to compete with that style of setting. The second another style of setting appeared sort of sorcery became unpopular. And that's the rub you're not going to make any money with sword and sorcery if the only playable style of characters are low complexity warriors and "thieves". You must allow spell casters or technology users or some kind of advanced martial arts or skill system in the game in order to spice it up as the game goes. Because you're not going to sell many copies if a game setting where everything is personal if the persons are mechanically boring. Because if all of the interesting parts or outside of the game then they don't need to [B][U]buy your game.[/U][/B] [/QUOTE]
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