>>96045076 (OP)>I'm running a game heavily steeped in sword and sorcery stuff very soon, but none of my players are directly familiar with the subgenreUnironically don't bother then.
And I mean it as a sincere advice. There is nothing worse than doing a thematic scenario/campaing to the people that are clueless about the theme and/or genre conventions that might be needed to embrace.
I run pulp. A lot of pulp. And a lot of it in the classic "jungle adventure" mold. So much of it, I translated both Savage Worlds and Hollow Earth Expedition into my native to help myself, since no official publisher would bother.
But whenever running for new people, I always ask them bunch of question to gauge how much they grasp this whole concept and what's their reference base. If I figure out they are clueless about this whole thing, I just run a regular dungeon crawl or a CoC one-shot and we part away.
And trying to "educate" them is pointless for trivial reasons:
- whichever stuff you will give them to watch/read/play, there is a chance it will be simply not of their avenue
- whichever stuff you will give them to watch/read/play, there is an almost guarantee they will treat it like gospel or overfocus on details
- if you can't come up with examples yourself, it meas you are not up to job yourself (it's really that simple)
- you are trying to go wildly outside the scope of interests of your group (since they are utterly clueless to this stuff), which has substantial chance to simply work as a demotivation
- moving Overton's window takes time; you just plan to jump head-long into what's currently a wall, for you plan to do this 'next game meeting"
>>96045083>Implying OP isn't as clueless and green as his playersLol
Lmao
S&S is basically one of those things that are nowadays marketed to newfags as "the real, TRVE rpg experience", similar how OSR was marketed a few years ago
But I'd rather take OP being clueless newfag than malicious spammer, so at least there is that