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#1 |
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Join Date: Jan 2005
Location: Gothenburg, Sweden
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What is the difference between these two? And can I use the money spent on DF if I want a S&S campaign?
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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 Author of Winged Folk. The GURPS Discord. Drop by and say hi! |
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#2 |
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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IMHO, DF is a subset of S&S, which is a (rather large) subset of "Fantasy" as a genre within RPGs.
As best I can tell, S&S is about heroes in a pre-gunpowder setting, who get to do heroic fighting, plus possibly stealing, travelling, and politics. Swords are likely weapons, and there are magicians around who are capable enough to influence the politics of the world, although they might not be so common that every group of heroes has one. The setting is unlikely to be grimdark, although it might be darkly humorous. A lot of the DF material will be useful for S&S, but some social skills, and a more detailed world/background will help. |
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#3 | |
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Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Thinking of them as DF misses what they're really about. DF is ultimately a tactical challenge of killing monsters and taking their stuff. DF is very built around the dungeon as rooms. A room is a self-contained encounter and designed to allow each tactical puzzle (or literal puzzle) to be solved in isolation. This is the core of its gameplay. S&S and Swashbuckling have more in common with Action. Action is more about approaching the entire challenge as a cohesive thing. In Action, you don't go from room to room of a villain's headquarters, encountering distinct tactical challenges. No, you recon the site. You investigate the villain. You blow up one side of the building and open fire on it so they never realize that your cat-thief is breaking in on the other side, while the hacker sends ghosts through the system to further confuse the situation. The scenario itself is often tied to a much larger world, one piece of a greater puzzle. This sort of approach seems very common in sword and sorcery as well. A thief who slips past all of those tactical challenges isn't breaking the flow of the encounters or "twinking," he's doing what's intended. A good S&S game involves detailed stories of the villain, sweeping, flowing battles that can (and should!) be avoided with clever solutions, and everything is often tied into a larger narrative. Now, maybe I'm wrong and that's not really what S&S is about. Maybe it's just D&D without a shirt on, I don't know. Genre definitions are fuzzy. But I do think there's certainly room in GURPS for this sort of thing and it's highly distinct from Dungeon Fantasy. An S&S design could certainly cheat off of DF's notes, but in the end, it needs to borrow liberally from (a TL2-4 take on) Action and go off in its own direction as well. I've been trying to see what I can put together, but it's turned out to be altogether more complicated than I expected, and I have some other, more pressing projects.
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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#4 | |
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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#5 | |
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Join Date: Aug 2004
Location: Germany
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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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#6 |
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Join Date: Jan 2005
Location: Gothenburg, Sweden
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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.
__________________
“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius Author of Winged Folk. The GURPS Discord. Drop by and say hi! |
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#7 |
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Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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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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I've been making pointlessly shiny things, and I've got some gaming-related stuff as well as 3d printing designs. Buy my Warehouse 23 stuff, dammit! |
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#8 | |
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Join Date: Jun 2005
Location: Lawrence, KS
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Bill Stoddard |
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#9 |
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Join Date: Nov 2004
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One's am RPG genre that took off in the 70s, the other's a literary genre that peaked in the 40s. Also, they're not very similar, except insofar as both are fantasy genres. S&S, as typified by the likes of Conan or Fafhrd and the Grey Mouser, has protagonists who are pretty much exclusively human (nonhuman sapients of any sort are rare and usually thoroughly evil) and very rarely spellcasters of any sort (Exceptions like Elric do exist, though); wizards, sorcerors and the like are principally adversaries or enigmas. Loot is usually in the form of cash or valuables, rather than magical weapons or other enchanted items; the latter are typically MacGuffins rather than anything the heroes can or want to use. Treasure is only occasionally found in dungeons per se, but more often in temples still used by evil cults, the palaces of kings and lords whom the protagonists have slain or overthrown, etc.
That said, a lot of DF stuff will still apply, as long as you tone down the magic using templates (I'd rule out anyone who's a primary caster as a PC template, for instance) and the fantasy races. All the stuff about over-the-top cinematic fantasy action fits right in, though. |
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#10 |
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Join Date: Jun 2013
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I'd imagine a lot of the templates will work almost as-is in the more serious S&S genre, although you'll probably want more investment in "background" skills than is expected. You might be better off starting your characters out using the 125-point Henchman templates and giving them an extra 25 or so points for fleshing out an actual character instead of a mere murder-hobo (if you want a more epic feel, go ahead and use the full 250 point delver templates and give them 50 "fleshing out" points). Magic users may be unavailable, or may only be available as a lens on one of the more mundane classes. Mundane gear from the books is probably fine, but magical gear is probably a no-go.
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