I've been inspired /tg/ and now I want to play in the stone age. But how do you keep it interesting without making it a pseudo sword and sorcery setting like conan.
There's no wide variety of options in terms of weapons and magic, because as soon as there's too many possibilities, it isn't the stone age anymore. There's clubs, spears, stone axes, slings and bows and that's it.
Realistically, people would spend most of their time gathering food and surviving rather than adventuring. But I guess that can be an adventure in and of itself.
Survival skill becomes incredibly important because there isn't large scale farming providing readily available storable food.
Steel is gone.
Iron is gone.
Weapons become disposable because none last forever. Hard use of stone age weapons results in broken weapons. Strength and endurance become even more important than skill and finesse. Your fire hardened spear isn't going to be bringing swift death to anything, so if the other guy is bigger than you the hits he gets in (and you can't really prevent this in a 1 on 1 with such poor weapons) are going to be hard to walk off.
Grappling becomes far more common, as does the use of sneaky git weapons like rocks and knives.
Obsidian is incredibly dangerous as a weapon, but incredibly fragile and unreliable against a resisting opponent. Striking bone will likely lessen the effectiveness of your weapon immediately.
There is likely no law, and probably every tribe has the potential to be violent against any other tribe, depending on current conditions and level of desperation.
When enough resources are easily at hand life is still pretty good though, and responsibility stress is significantly less of a thing.
People happily live by the motto "live slow, die whenever" and ambition is probably rare, and possibly seen as covetous and selfish.
The stories of Conan are about a self deterministic man struggling against the rule of old evils, and savagery against civilization in which savagery would always win, as the author puts it.
You can do the opposite, a lone man is weak against nature, he needs the tribe and all the knowledge that his kind gathered throughout generations. They struggle against nature and only through inventiveness and practical learning, trial and error and etc is that he can hope to leave enough so his children may prosper even more.
same guy, The other thing that changes is people with auto immune system problems or other diseases. Assuming people are living pretty close to "savage" lifestyles diseases become remarkably lifethreatening, and people with poor constitutions just don't make it, especially when split from a support group.
In fact, being split from a support group is probably a great test to see if you get to be a man, because it definitely is a challenge to make it without others.
I ran a three or four part adventure d6 homebrew. They had to do things like worry about what they were going to eat, predators trying to eat them and other tribes. Thier weapons were limited to wood, bone flint and obsidian. Wood and bone did less damage, but stones would potentially break when used. At one point they took a month long trek to a volcano to trade bone flutes for obsidian tools.
Watch Quest For Fire for inspiration.
>Neanderthals are ugly, but are smart and tough as shit
>Erectus are idiotic savages and nobody likes them
>Floresiensis are borderline mythical, only living on their little islands; nobody but their neighbors believes the stories
>Habilis is the slowly fading little ape-people; the other races ignore them and fail to realize they have oral histories that describe fucking megaladons
>Nobody wants to fuck with Homo Sapiens, they're not as smart or as tough as the Neanderthals, but they will murder the shit out of you and swarm across your territory
Did all these different species actually exist at the same time. Why has no one made a game with this
I think erectus died out just before most of the others came on scene.
Habilis was gone long before.
Neanderthals being smarter than cro magnons is contentious.
I'd think that animism is a good fit. Everything has a spirit, and people can learn to bind and control spirits. Bind the spirit of a small stone, then exert your control to reshape it into a tool or weapon. Bind the spirit of an animal to gain a permanent animal companion. Bind the spirit of a campfire to make it get up and go burn people for you.
Binding human spirits is both incredibly difficult and one of the worst taboos one could break, but it's an incredibly powerful talent if you can manage to pull it off, and either keep it secret or survive when the rest of your people try to kill you for doing the unthinkable.
Less super flashy wizardry, more shamanistic mysticism. I imagine there'd be a lot of focus on spirits, animism, maybe necromancy. I could see a few sorcerers about trying to rule tribes as god kings. Dunno where you'd place priests and such. Perhaps as a new and upcoming thing.
Would you say such acts would be going too far? Playing god, even?
What are you talking about? What would it be besides sword and sorcery if you're roleplaying? If you just want a board game, there's a lot of options.
Why wouldn't Sorceror be a good dnd class?
I can also see all the NPC classes being functional in this world.
>What would it be besides sword and sorcery if you're roleplaying?
what does this mean? Do you mean to say that sword and sorcery is the only type of fantasy you can play? I can imagine a fairly interesting 'nation building' stone age/tribal game with lots of diplomacy, folding together a bunch of disunited tribes into a stronger pseudo-kingdom.
Sword and sorcery is more a setting than a style of game, though.
>Realistically, people would spend most of their time gathering food and surviving rather than adventuring.
Then you make surviving the adventure. You have to hunt displacer beasts if you want to eat meat, and you have to fight krenshar to keep them from stealing the carcass. Your shaman needs herbs that grow in fey territory to make poultices. A vampire is preying on your clan the same way you prey on beasts, and you have to find the cave he lairs in, and defeat him.
Throw some racial templates for neanderthalis and sapiens at the players.
The problem comes with the story. Either go mystical and have some sky spirit shit - an area has been claimed by the fell spirits of nature, great treasure and risk lies within. Or go with someshit like volcanic activity causing mass animal graves, have fun surviving.
This thread has inspired me. I think i will run a game where the players are from a tribe that needs to migrate for one reason or another. Cue a traveling journey to find a garden of Eden while meeting other tribes and spirits along the way. Plenty of chance for combat and Social challenges like perhaps recruiting another tribe.
They wouldn't be the toughest though would they? like i may be wrong but hasn't humanity's records for physical feats always kept getting higher and higher with age. So someone who was well fed in say the 2nd Punic war would be an overall better human than one from the stone age. or is this wrong ? /fit/ and /pol/ already seem quite confused most the time desu
Chief of a nomadic tribe is going to seek a fallen star to cement his power, as fallen stars have shining rock in them that make powerful weapons, allowing the chief to conquer neighbouring tribes and grow powerful. The party are to accompany this chief to the site of the fallen star. But beware, for it is not just enemy tribes seeking and the star and the vicious wildlife you have to worry about, the calamitous crash of the star stirs a plague of primal darkness deep below the Earth.
Cue morlocks/lizard people/Arthur Machen style little people
Sounds neat but you could go horror pretty easily and have cosmic horrors coming to claim their lost maguffin or when it lands it woke up something that was put to sleep by a long dead tribe.
this is fairly funny but really lacking
this one is pretty creative
I found this pdf but it seems lacking when it comes to neanderthals
Fine, so even inside the city walls you're fucked.
Check out this game, OP. It's absolutely what you're looking for.
Those are just examples anyway.
Have you ever seen this movie
Nature is the scariest fucking thing. You turn a corner and see a sabertooth or worse while alone? you run and hope to good god it hasn't seen you. Sleep in tree branches or close by the fire if you're with a small group, for fear of wolves in the night.
What am I missing?
Good at hunting and tracking animals, as well as harvesting their parts. Can make weapons from wood, bone, and flint.
Good at fighting and maintaining morale. Works best with other warriors
Knows the tribe's entire history. Good at making peace out of conflict.
Leads his people. Knowledgeable of many things but has the most experience from a prior class.
Communes with spirits and makes medicine.
Skilled at making and maintaining fire. Can cook, though isn't their main duty.
Molds mud and clay into pottery, medallions, and spirit figures
Makes clothing, prepares and preserves food. Has teaching skill
"Swords and sorcery" is a sub-genre of fantasy, similar to low and high fantasy, dark fantasy, steampunk, and so on. Conan the Barbarian is the classic swords and sorcery story, but that's not the only type of story that can be told through roleplaying.