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So why is Sword and Sorcery so popular in RPGs?
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<blockquote data-quote="The Shaman" data-source="post: 2557180" data-attributes="member: 26473"><p>I'm the exception to the rule on this one, I think - though I played more D&D than anything else, my favorite games back in the day were <em>Boot Hill, Top Secret,</em> and <em>Traveller</em>. Now I'm a Thoroughly Modern Shaman - I would enjoy playing in a <em>C&C</em> game at some point, but most everything that I want to run is contemporary or historical.</p><p></p><p>I enjoy straight historical or modern espionage/military games very much - our Modern military game is one of the most enjoyable games I've ever played, thanks to the excellent players and their characters, and three of the five Modern games that I've run so far have been no-FX. I do think that a good historical or modern game should include a decent amount of research to get the feel of the period and to get rid of as many anachronisms as possible, but at the same time the GM can take some substantial liberties as well - for example, while <em>Wing and Sword</em>, our PbP military game, follows the basic timeline of the Algerian war, I have included a couple of adventures that diverge from the actual history of the period. I want to capture the feel of the time and the place, but I also want to run a fun game, so stretching the historical truth a bit is no problem as far as I'm concerned.</p><p></p><p>I also like the odd horror or modern monster game as well. I tend to limit the FX elements however, making them forces in the shadows to be confronted or avoided rather than the more overt approach of something like <em>Urban Arcana</em>. Our recently concluded <em>M&M</em> game of Victorian Africa exploration featured adventurers who were all 'normal' but incuded encounters with a couple of monsters and a sinister witch doctor - <strong>Bobitron</strong>'s <em>Sidewinder: Recoiled</em> PbP game is another one that I enjoy very much.</p></blockquote><p></p>
[QUOTE="The Shaman, post: 2557180, member: 26473"] I'm the exception to the rule on this one, I think - though I played more D&D than anything else, my favorite games back in the day were [i]Boot Hill, Top Secret,[/i] and [i]Traveller[/i]. Now I'm a Thoroughly Modern Shaman - I would enjoy playing in a [i]C&C[/i] game at some point, but most everything that I want to run is contemporary or historical. I enjoy straight historical or modern espionage/military games very much - our Modern military game is one of the most enjoyable games I've ever played, thanks to the excellent players and their characters, and three of the five Modern games that I've run so far have been no-FX. I do think that a good historical or modern game should include a decent amount of research to get the feel of the period and to get rid of as many anachronisms as possible, but at the same time the GM can take some substantial liberties as well - for example, while [i]Wing and Sword[/i], our PbP military game, follows the basic timeline of the Algerian war, I have included a couple of adventures that diverge from the actual history of the period. I want to capture the feel of the time and the place, but I also want to run a fun game, so stretching the historical truth a bit is no problem as far as I'm concerned. I also like the odd horror or modern monster game as well. I tend to limit the FX elements however, making them forces in the shadows to be confronted or avoided rather than the more overt approach of something like [i]Urban Arcana[/i]. Our recently concluded [i]M&M[/i] game of Victorian Africa exploration featured adventurers who were all 'normal' but incuded encounters with a couple of monsters and a sinister witch doctor - [b]Bobitron[/b]'s [i]Sidewinder: Recoiled[/i] PbP game is another one that I enjoy very much. [/QUOTE]
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