After recent posts about how a game or scenario should be set up for Sword and Sorcery style play I threw together some notes. Firstly, I set out to determine what Sword and Sorcery actually is and then next I shall make some suggestions on how I think Legend should be used to run such a game. So firstly what makes a setting Sword and Sorcery?
Wikipedia describes Sword and Sorcery as 'a sub-genre of fantasy and historical fantasy, generally characterized by sword-wielding heroes engaged in exciting and violent conflicts. An element of romance is often present, as is an element of magic and the supernatural. Unlike works of high fantasy, the tales, though dramatic, focus mainly on personal battles rather than world-endangering matters.'
Wikipedia also lists the seminal works which define the genre:
The work of Robert E. Howard, particularly his tales of Conan the Barbarian and Kull of Atlantis.
Other authors that defined the genre of sword-and-sorcery include: Clark Ashton Smith, C. L. Moore and Fritz Leiber from the 1930's. Then overlapping with Leiber, a new generation in the 1960's, Michael Moorcock and L. Sprague de Camp. There are later, more recent, authors writing in the genre, but the definitive material dates from the mid-century pulps.
So how do we set up a campaign defined as 'Sword and Sorcery'?
Generally the world of a Sword & Sorcery epic is a mix of civilised and uncivilised areas, towns and cities to be plundered or a source of wine and women, jungles and icy northern wastes. So we can start by defining our characters as being civilised or uncivilised. Anyone using magic is either an antagonist or a non-player character, usually minor or in a supporting role. So we have our first set of parameters – choose civilised or uncivilised backgrounds. That also defines family and relations, contacts, enemies and allies in the Legend system.
Previous employment is next on the agenda. Sword and Sorcery protagonists are usually ex-mercenaries, ex-thieves or ex-pirates, sometimes all three. Occasionally they might be of noble birth or even disguised or unknown royalty. Anyone else is background and used to support the heroes. So there's our second set of parameters – choose one profession that you used to be. That sets up your list of boosted skills (those starting at higher than base). It also adds extra combat styles/weapon usage skills to those gained from your background. Legend as written may offer too many possible professions for a Sword and Sorcery game. They could be limited by GM fiat or new tables drawn up.
Some of the tropes of the genre are male heroes, despite Jirel of Joiry, mostly in a breech cloth with bulging muscles and wielding a sword. Females in supporting roles, also mostly in not much clothing, although some of the published literature from the 1980's and later has empowered women. A co-hero or sidekick is more common in later material, only the Gray Mouser in Leiber's 1939 'Two Sought Adventure' and Valeria of the Brotherhood in Howard's Red Nails stand out in my memory. However one lead and the other players as sidekicks is not fun So we need to make sure everyone can contribute equally even if it's a non-combat role. The split between combat and non-combat needs to be roughly 50-50 to allow everyone spotlight time.
Magic is almost solely confined to evil Sorcerers, usually of exotic appearance or origin, that exist to stymie the hero in whatever quest he's undertaking. Magic in Sword and Sorcery fiction is often flashy and may involve summoning of other-worldly creatures or demons. So we need a magic system that contains these elements – flashy magic and rules for summoning and necromancy.
Poison is another thing that crops up frequently, either deadly or sleep inducing, sometimes narcotic that could change the hero or an NPC into a type of drugged zombie. The narcotic version often involves weird flowers, usually vines, as the source of the drug.
So there's a third set of parameters – no magic except Sorcery (or Necromancy). Although any number of magical items might be found, some of which could be supernatural in origin. These are mostly artefacts designed to carry the story forward and minor items such as potions, scrolls and the like are usually not used in the best interests of the heroes. There are no magic items to be found in most Sword and Sorcery fiction except as muguffin's, certainly none to provide an increase in skills, defences or combat proficiencies. Legend offers rules for Sorcery and Necromancy (in Necromantic Arts published for MRQII) and Demon Summoning rules in Arcania of Legend, Blood Magic, although Sorcery could be described as being more flash-bang.
The archetypical fantasy races of Elves, Dwarves, Halflings, Orcs and Goblins are notable for their absence in most Sword and Sorcery fiction. Natural animals including anachronistic dinosaurs, giant snakes and sea monsters are common. The only major race of non, semi- or demi-humans are mostly described as 'degenerate' members of a race of serpent people, often from Valusia. These are mostly found behind the scenes disguised as humans, often as Sorcerers, sometimes as scientists, but always plotting their return to power. So fourth set of parameters – no non-human heroes and only serpent people as humanoid, rather than human, opponents and those not obvious in appearance or position. No weird creatures made up from the imagination, except as something summoned and thus mostly solo and powerful in design.
In another post I'll make some suggestions on how to modify character generation and suggest how to use the various parts of the Legend rules to make a Sword and Sorcery game.
Let's have some commentary on may first thoughts.
Wikipedia describes Sword and Sorcery as 'a sub-genre of fantasy and historical fantasy, generally characterized by sword-wielding heroes engaged in exciting and violent conflicts. An element of romance is often present, as is an element of magic and the supernatural. Unlike works of high fantasy, the tales, though dramatic, focus mainly on personal battles rather than world-endangering matters.'
Wikipedia also lists the seminal works which define the genre:
The work of Robert E. Howard, particularly his tales of Conan the Barbarian and Kull of Atlantis.
Other authors that defined the genre of sword-and-sorcery include: Clark Ashton Smith, C. L. Moore and Fritz Leiber from the 1930's. Then overlapping with Leiber, a new generation in the 1960's, Michael Moorcock and L. Sprague de Camp. There are later, more recent, authors writing in the genre, but the definitive material dates from the mid-century pulps.
So how do we set up a campaign defined as 'Sword and Sorcery'?
Generally the world of a Sword & Sorcery epic is a mix of civilised and uncivilised areas, towns and cities to be plundered or a source of wine and women, jungles and icy northern wastes. So we can start by defining our characters as being civilised or uncivilised. Anyone using magic is either an antagonist or a non-player character, usually minor or in a supporting role. So we have our first set of parameters – choose civilised or uncivilised backgrounds. That also defines family and relations, contacts, enemies and allies in the Legend system.
Previous employment is next on the agenda. Sword and Sorcery protagonists are usually ex-mercenaries, ex-thieves or ex-pirates, sometimes all three. Occasionally they might be of noble birth or even disguised or unknown royalty. Anyone else is background and used to support the heroes. So there's our second set of parameters – choose one profession that you used to be. That sets up your list of boosted skills (those starting at higher than base). It also adds extra combat styles/weapon usage skills to those gained from your background. Legend as written may offer too many possible professions for a Sword and Sorcery game. They could be limited by GM fiat or new tables drawn up.
Some of the tropes of the genre are male heroes, despite Jirel of Joiry, mostly in a breech cloth with bulging muscles and wielding a sword. Females in supporting roles, also mostly in not much clothing, although some of the published literature from the 1980's and later has empowered women. A co-hero or sidekick is more common in later material, only the Gray Mouser in Leiber's 1939 'Two Sought Adventure' and Valeria of the Brotherhood in Howard's Red Nails stand out in my memory. However one lead and the other players as sidekicks is not fun So we need to make sure everyone can contribute equally even if it's a non-combat role. The split between combat and non-combat needs to be roughly 50-50 to allow everyone spotlight time.
Magic is almost solely confined to evil Sorcerers, usually of exotic appearance or origin, that exist to stymie the hero in whatever quest he's undertaking. Magic in Sword and Sorcery fiction is often flashy and may involve summoning of other-worldly creatures or demons. So we need a magic system that contains these elements – flashy magic and rules for summoning and necromancy.
Poison is another thing that crops up frequently, either deadly or sleep inducing, sometimes narcotic that could change the hero or an NPC into a type of drugged zombie. The narcotic version often involves weird flowers, usually vines, as the source of the drug.
So there's a third set of parameters – no magic except Sorcery (or Necromancy). Although any number of magical items might be found, some of which could be supernatural in origin. These are mostly artefacts designed to carry the story forward and minor items such as potions, scrolls and the like are usually not used in the best interests of the heroes. There are no magic items to be found in most Sword and Sorcery fiction except as muguffin's, certainly none to provide an increase in skills, defences or combat proficiencies. Legend offers rules for Sorcery and Necromancy (in Necromantic Arts published for MRQII) and Demon Summoning rules in Arcania of Legend, Blood Magic, although Sorcery could be described as being more flash-bang.
The archetypical fantasy races of Elves, Dwarves, Halflings, Orcs and Goblins are notable for their absence in most Sword and Sorcery fiction. Natural animals including anachronistic dinosaurs, giant snakes and sea monsters are common. The only major race of non, semi- or demi-humans are mostly described as 'degenerate' members of a race of serpent people, often from Valusia. These are mostly found behind the scenes disguised as humans, often as Sorcerers, sometimes as scientists, but always plotting their return to power. So fourth set of parameters – no non-human heroes and only serpent people as humanoid, rather than human, opponents and those not obvious in appearance or position. No weird creatures made up from the imagination, except as something summoned and thus mostly solo and powerful in design.
In another post I'll make some suggestions on how to modify character generation and suggest how to use the various parts of the Legend rules to make a Sword and Sorcery game.
Let's have some commentary on may first thoughts.