10-10-2014, 03:50 AM | #11 | |
Join Date: Aug 2004
Location: Germany
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Re: Dungeon Fantasy and Sword&Sorcery
if it´s not grim, dark and nasty it ain´t S&S
Conan, Elric, Solomon Kane etc are sword and sorcery. Magic is usually or often a power of darkness, powered by fear, pain, blood sacrifice corrupting the sorcerer who often made a pact with dark powers(cosmic obscenity is the word here), there are exceptions but they are far and few, in Conan i remember exactly three if the Priest of Asura was one. The trappings could be different, an Oriental Realm could be so colourful as in High Fantasy, but under the trappings you will find dark adepts, sorcerers who sly kings in their bedroom 1000 leagues away with one of his hairs
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10-10-2014, 03:59 AM | #12 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Dungeon Fantasy and Sword&Sorcery
Yes, but it's not grimdark. The dark is there to be overcome, not be resigned to. The sorcerer is overthrown. The serpent is slain. Chaos is defeated. Order is restored.
Anyway.
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
10-10-2014, 05:20 AM | #13 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Dungeon Fantasy and Sword&Sorcery
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10-10-2014, 05:26 AM | #14 |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Dungeon Fantasy and Sword&Sorcery
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10-10-2014, 06:11 AM | #15 |
Join Date: Aug 2012
Location: Estonia
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Re: Dungeon Fantasy and Sword&Sorcery
Extra life with gimmick - you wake up to discover to have been healed back to health/life by mysterious stranger/forces etc.
(Put in a clever and or horrifying bargain perhaps for a cost for your new life) |
10-10-2014, 06:13 AM | #16 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Dungeon Fantasy and Sword&Sorcery
I'm thinking of giving them Path magic.
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
10-10-2014, 06:23 AM | #17 |
Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Re: Dungeon Fantasy and Sword&Sorcery
S&S is a very cinematic genre, so cinematic healing rules are very much in order. "That which does not kill me makes me spend a character point between scenes to heal completely," sort of thing.
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10-10-2014, 07:57 AM | #18 |
Join Date: Aug 2007
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Re: Dungeon Fantasy and Sword&Sorcery
That has a useful Ritual that enable Healing at 6x normal speed. Plenty good for a narratively structured adventure. Just not enough for room and Turn-based DF.
Also, make S&S characters _tough_. I'm as sure as anything that Conan has 20+ HP and Very Rapid Healing.
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Fred Brackin |
10-10-2014, 10:07 AM | #19 | ||
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Dungeon Fantasy and Sword&Sorcery
Sort of, but as people have said:
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FB's suggestion is sort of built into Dungeon Fantasy, in that the game features 250-point templates that err on the side of tough for warriors. If you insist that everybody be a non-spellcaster, this toughness will follow naturally. If that isn't quite enough for you, then raise the power level and have everyone pick an extra 50+ points of survival traits. Again, exploit the Action connection . . . see Me and You, Buddy, True Grit, and Action Demigod in Pyramid #3/53: Action for ready-made lists of suitable enhancements. You could apply one of these as a mandatory campaign lens. Also note that S&S is full of NPC medics: herbalists, sympathetic priests, various vaguely talented healers, etc. The early genre is somewhat sexist, and healing appears to be a standard talent for female NPCs. All you need to do to make that work in Dungeon Fantasy is make potions and cures the sorts of slow, fussy things that take hours to days around the campfire. That is, healing is a service to be acquired in settlements, between adventures, and just kind of hand-waved. This is essential. S&S is ultimately low-tech Action where the sorts of heroics described in Impulse Buys fit. While bad things happen (e.g., both Fafhrd and the Gray Mouser had their girlfriends murdered early in their career), and though the setting might be gritty (for instance, Robert Lynn Asprin's city of Sanctuary), the whole point is that the heroes keep going and winning and winning and going. A crucial facet of S&S is swords trump sorcery – swords in heroic hands stand in for good and sorcery symbolizes evil. The good may be a little rough around the edges, and the evil might sometimes reach a truce with good (like Fafhrd and the Gray Mouser's wizardly patrons, or Ischade in Sanctuary), but that doesn't make things grimdark.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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10-10-2014, 11:06 AM | #20 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Dungeon Fantasy and Sword&Sorcery
It's a good thing I have PU5. Maybe I should read it again.
Hmm... I'm guessing half a bucketload of Luck-related advantages, or a full bucketload of Fate points? Of course, that's no different from DF.
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
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