How I do Sword & Sorcery (and old rant)
May 11, 2020 23:18:47 GMT -5
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Post by karaunios on May 11, 2020 23:18:47 GMT -5
This is from an old rant I posted somewhere else awhile ago. Some things have changed (for instance, just yesterday I changed from 2e to OD&D, just the three core classes, but with heavy house ruling to suit my group's logic and simplify things overall).
_________
I do prefer sword and sorcery and low magic than your today's typical high magic wishy washy 'frogs oooo magic'. It's like magic is all over the place and can explain and allow everything. Besides, it's like D&D has its own canon (a.k.a. Gygax' preferences for his world) and many or most people are just content following that. More power to them if that's what they like. Not that I don't like it (I do, and a lot) but I prefer gritty sword and sorcery where the more familiar humans (it's humans who are playing the game after all) have to contend with mysterious alien dark forces, fight with mighty warriors and can't get a hold of magic at every step, much more the contrary.
This is what I do, and it's a lot of house ruling.
We use 2e as a base, which is almost identical to any of the previous editions (despite what other people might tell you). Oh yes, this saving throw is one point higher for this class at this level and you use a d10 for initiative instead of a d6, blah blah blah. Such huge differences! 😱 Anyway, I'm digressing 😅
Clerics have to learn spells from parchments in the same way magic users do.
I do use a spell point system. Clerics get one spell point per level, magic users 2. Both clerics and mu can cast every spell, but, since they have to learn them from scrolls, they don't get to have that much access to many magics, because, you, as the DM, control what they come across and what not.
Clerics are controled by their churches, so if they cast offensive spells nothing can happen, in principle, but if it reaches their superiors' ears, they might get expelled from the order, be pursued by other members and hired mercenaries to be put into jail so they don't represent a danger. IMC magic is a subject of debate, does it come from the gods (priests will tell you that) or it's just a mere manipulation of the forces of nature (wizards)? No alignment, no gods showing up. It's just people trying to survive and/or get poweful.
You can remove elves and dwarves, or at least don't make them elligible as PCs. You can make them mysterious creatures from folklore that live in the deep forest or in distance mountains, more feared than anything else. Don't get me started on hobbits.
I draw inspiration for my campaign world from real world mythology, philosophy and history. The more familiar european setting is where my PCs start, then they can travel and wander off to more exotic places.
But even then, the 'more familiar european setting' is not that familiar in my campaing. I built the main culture inspired by the bronze age yamnaya culture that later developed in the different indo-european peoples that spread across Europe and Asia, I added a bit of Mycaenean Greece and medieval Castile (as I wanted a 'primitive' Bronze Age/Dark Ages European mediterranean setting). Then I changed things and made up stuff to make it more to my own taste. I like getting inspiration from the real world, but not lazily copy/pasting from it (that's what there's many aspects I don't like about the Hollow World and the Mystara settings, as much as I can understand they can be appealling to others).
Monsters aren't as frequent. Make your PCs fight with other humans. Plots and hostilities and alliances are driven by the wills of NPCs against/with that of your PCs. Don't place 'a Chimera' but 'THE Chimera', same with the Minotaur, etc. Werewolves don't show up in packs as if they were vulgar dogs. They're powerful terryfing creatures that appear one by one, if they ever get to see one.
Change the stats of said monsters to make them stand up to their fame and the fact that there's only one of them. 4HD for a werewolf is ridiculously low. Make them 6 or 7HD. If you do orcs, bump they're stats. They're now like ogers stat-wise instead of like disposable vermin you may find everywhere.
+1, +2, etc. weapons and armour aren't magical, just have a better finish or are made with a better steel or mineral. Also, you can make gold scarce, except in some special places (a noble's treasure). Weapons and armour cost ten times than in the equipment list. The prices in any edition of D&D don't make any sense. How is it that a chainmail costs only ten times the price of an oil lamp. If you're going for a sowrd and sorcery feel (Conan and Fafhrd & the Grey Mouser for instance were mostly in an imagined bronze/iron age setting) good weapons and armour should be rare. For instance, an anglosaxon eorldorman, the most important nobles after the king, would have no more than four chainmail birnies that they would pass on generation to generation. Even many among the lowest ranking nobles didn't have access to chainmail. I'm not going for that of a scarcity level, but it's a good reference point.
My campaign lore is always expressed through the people who live there. I rarely write down that stuff, I have an idea of what happens where or how this culture is here and that other over there, and those things develop into play. BUY when I do write some lore (out of entertainment and fun) I always do it in the form of 'books' written by savants and authors from my own campaign. Some books are anonymous or fragments of ancient epics that may be the fundational wirting of a culture or what have you. What this means is that the people living in your world don't know anything for sure (not even you know that!) but they can only guess about what the gods are, if this peoples' gods are worth venerating etc. This increases the sensation of 'abandonment' and 'loneliness' of humans in a world with no sure anwers.
And there's much much more that you can do. These are just some ideas drawn from my own campaign.
PS - And regarding house rules I have many more that allow a lot of character personalisation (they're more like on the fly rulings most of the time) and make the gamic logical and simpler in my eyes. But that'd be going off topic.
_________
I do prefer sword and sorcery and low magic than your today's typical high magic wishy washy 'frogs oooo magic'. It's like magic is all over the place and can explain and allow everything. Besides, it's like D&D has its own canon (a.k.a. Gygax' preferences for his world) and many or most people are just content following that. More power to them if that's what they like. Not that I don't like it (I do, and a lot) but I prefer gritty sword and sorcery where the more familiar humans (it's humans who are playing the game after all) have to contend with mysterious alien dark forces, fight with mighty warriors and can't get a hold of magic at every step, much more the contrary.
This is what I do, and it's a lot of house ruling.
We use 2e as a base, which is almost identical to any of the previous editions (despite what other people might tell you). Oh yes, this saving throw is one point higher for this class at this level and you use a d10 for initiative instead of a d6, blah blah blah. Such huge differences! 😱 Anyway, I'm digressing 😅
Clerics have to learn spells from parchments in the same way magic users do.
I do use a spell point system. Clerics get one spell point per level, magic users 2. Both clerics and mu can cast every spell, but, since they have to learn them from scrolls, they don't get to have that much access to many magics, because, you, as the DM, control what they come across and what not.
Clerics are controled by their churches, so if they cast offensive spells nothing can happen, in principle, but if it reaches their superiors' ears, they might get expelled from the order, be pursued by other members and hired mercenaries to be put into jail so they don't represent a danger. IMC magic is a subject of debate, does it come from the gods (priests will tell you that) or it's just a mere manipulation of the forces of nature (wizards)? No alignment, no gods showing up. It's just people trying to survive and/or get poweful.
You can remove elves and dwarves, or at least don't make them elligible as PCs. You can make them mysterious creatures from folklore that live in the deep forest or in distance mountains, more feared than anything else. Don't get me started on hobbits.
I draw inspiration for my campaign world from real world mythology, philosophy and history. The more familiar european setting is where my PCs start, then they can travel and wander off to more exotic places.
But even then, the 'more familiar european setting' is not that familiar in my campaing. I built the main culture inspired by the bronze age yamnaya culture that later developed in the different indo-european peoples that spread across Europe and Asia, I added a bit of Mycaenean Greece and medieval Castile (as I wanted a 'primitive' Bronze Age/Dark Ages European mediterranean setting). Then I changed things and made up stuff to make it more to my own taste. I like getting inspiration from the real world, but not lazily copy/pasting from it (that's what there's many aspects I don't like about the Hollow World and the Mystara settings, as much as I can understand they can be appealling to others).
Monsters aren't as frequent. Make your PCs fight with other humans. Plots and hostilities and alliances are driven by the wills of NPCs against/with that of your PCs. Don't place 'a Chimera' but 'THE Chimera', same with the Minotaur, etc. Werewolves don't show up in packs as if they were vulgar dogs. They're powerful terryfing creatures that appear one by one, if they ever get to see one.
Change the stats of said monsters to make them stand up to their fame and the fact that there's only one of them. 4HD for a werewolf is ridiculously low. Make them 6 or 7HD. If you do orcs, bump they're stats. They're now like ogers stat-wise instead of like disposable vermin you may find everywhere.
+1, +2, etc. weapons and armour aren't magical, just have a better finish or are made with a better steel or mineral. Also, you can make gold scarce, except in some special places (a noble's treasure). Weapons and armour cost ten times than in the equipment list. The prices in any edition of D&D don't make any sense. How is it that a chainmail costs only ten times the price of an oil lamp. If you're going for a sowrd and sorcery feel (Conan and Fafhrd & the Grey Mouser for instance were mostly in an imagined bronze/iron age setting) good weapons and armour should be rare. For instance, an anglosaxon eorldorman, the most important nobles after the king, would have no more than four chainmail birnies that they would pass on generation to generation. Even many among the lowest ranking nobles didn't have access to chainmail. I'm not going for that of a scarcity level, but it's a good reference point.
My campaign lore is always expressed through the people who live there. I rarely write down that stuff, I have an idea of what happens where or how this culture is here and that other over there, and those things develop into play. BUY when I do write some lore (out of entertainment and fun) I always do it in the form of 'books' written by savants and authors from my own campaign. Some books are anonymous or fragments of ancient epics that may be the fundational wirting of a culture or what have you. What this means is that the people living in your world don't know anything for sure (not even you know that!) but they can only guess about what the gods are, if this peoples' gods are worth venerating etc. This increases the sensation of 'abandonment' and 'loneliness' of humans in a world with no sure anwers.
And there's much much more that you can do. These are just some ideas drawn from my own campaign.
PS - And regarding house rules I have many more that allow a lot of character personalisation (they're more like on the fly rulings most of the time) and make the gamic logical and simpler in my eyes. But that'd be going off topic.