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General Tabletop Discussion
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What makes Arthurian fantasy its own genre, different from more traditional D&D-ish medieval fantasy? What are some Arthurian-style plots?
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<blockquote data-quote="Alas" data-source="post: 9741114" data-attributes="member: 71687"><p>Arthurian-style plots? My mind goes to <em>Gawain and the Green Knight</em> or Pellinore and the Questing Beast. A session/episode focuses on one puzzling adversary at a time (though they may have minions/mini-bosses), and resolving the issue requires cleverness (figuring out loopholes and weaknesses) and virtue (nobility over expediency). The reward for solving the adventure can be thought of as a trophy-- a magic item that's both useful and representative of the skill the party displayed.</p><p></p><p>Arthurian-style plots in Ravenloft... I'd look for cursed adversaries who can be redeemed, maybe? Maybe steal the plot from <em>Ladyhawke</em> and have a pair of were-creatures, sympathetic in humanoid form but dangerous in animal form, that the party has to identify, contain, and cure. Or a locally legendary beast whose rampages are actually the search for a missing egg/treasure? A somewhat Arthurian "fisher king" plot I've used is a sudden catastrophic change in the weather or season, tied to the mood of a local fey or dragon-- in Ravenloft, easily the local darklord. In order to save the season (and thus the farming), the party has to restore the ruler (or replace them, if you want a fight).</p><p></p><p>I'd use fewer dungeon-crawling scenes, and more destination-based travel to specific bridges, towers, caves. These checkpoints become tests for the party-- can they figure out the clues to the ultimate solution? Can they demonstrate what they're willing to sacrifice? The structure is linear as heck, but builds up tension as they approach a final confrontation. </p><p></p><p>(Hm-- I could also use a shapechanging adversary, who the party encounter disguised the first few times. The adversary learns what the party can do-- anything they use against it in early stages, it has a counter for in the final battle. The key is not giving too much away, or being able to switch up tactics in the end...)</p><p></p><p>Anyway, just brainstorming!</p></blockquote><p></p>
[QUOTE="Alas, post: 9741114, member: 71687"] Arthurian-style plots? My mind goes to [I]Gawain and the Green Knight[/I] or Pellinore and the Questing Beast. A session/episode focuses on one puzzling adversary at a time (though they may have minions/mini-bosses), and resolving the issue requires cleverness (figuring out loopholes and weaknesses) and virtue (nobility over expediency). The reward for solving the adventure can be thought of as a trophy-- a magic item that's both useful and representative of the skill the party displayed. Arthurian-style plots in Ravenloft... I'd look for cursed adversaries who can be redeemed, maybe? Maybe steal the plot from [I]Ladyhawke[/I] and have a pair of were-creatures, sympathetic in humanoid form but dangerous in animal form, that the party has to identify, contain, and cure. Or a locally legendary beast whose rampages are actually the search for a missing egg/treasure? A somewhat Arthurian "fisher king" plot I've used is a sudden catastrophic change in the weather or season, tied to the mood of a local fey or dragon-- in Ravenloft, easily the local darklord. In order to save the season (and thus the farming), the party has to restore the ruler (or replace them, if you want a fight). I'd use fewer dungeon-crawling scenes, and more destination-based travel to specific bridges, towers, caves. These checkpoints become tests for the party-- can they figure out the clues to the ultimate solution? Can they demonstrate what they're willing to sacrifice? The structure is linear as heck, but builds up tension as they approach a final confrontation. (Hm-- I could also use a shapechanging adversary, who the party encounter disguised the first few times. The adversary learns what the party can do-- anything they use against it in early stages, it has a counter for in the final battle. The key is not giving too much away, or being able to switch up tactics in the end...) Anyway, just brainstorming! [/QUOTE]
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What makes Arthurian fantasy its own genre, different from more traditional D&D-ish medieval fantasy? What are some Arthurian-style plots?
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