- e protagonists are motivated more by greed and self-
rerest than by altruistic virtue. Fighter, rogue, and
:Jarbarian characters tend to be far more common than
izards, clerics, or paladins. In such a pulp fantasy
: rti ng, those who wield magic often symbolize the
:.ecadence and corruption of civilization, and wizards
-e the classic villains of these settings. Magic items are
· e refore rare and often dangerous.
Certain DUNGEONS & DRAGONS novels follow in the - tsteps of classic sword-and-sorcery novels. The world
; Athas (as featured in numerous Dark Sun novels and
,arne products), with its heroic gladiators and tyrannical
: rcerer-kings, belongs squarely in this genre.
IPIC FANTASY
-.devout paladin in gleaming plate armor braces her
- ce as she charges a dragon. Bidding farewell to his
ear love, a noble wizard sets forth on a quest to close
e gate to the Nine Hells that has opened in the remote
· derness. A close-knit band of loyal friends strives to
·ercome the forces of a tyrannical overlord.
An epic-fantasy campaign emphasizes the conflict
tween good and evil as a prominent element- r.he game, with the adventurers more or less
:: uarely on the side of good. These characters
-e heroes in the best sense, driven by a higher
ose than selfish gain or ambition, and facing
~credible dangers without blinking. Characters
~·ght struggle with moral quandaries, fighting
e evil tendencies within themselves as well as
-e evil that threatens the world. And the stories of
-e e campaigns often include an element of romance:
;agic affairs between star-crossed lovers, passion that
:anscends even death, and chaste adoration between
- r.he game, with the adventurers more or less
- ·out knights and the monarchs and nobles they serve.
The novels of the Dragon lance saga exemplify the
::adition of epic fantasy in D&D.
_ fYTHIC FANTASY
nile an angry god tries time and again to destroy him,
clever rogue makes the long journey home from war.
3.-aving the terrifying guardians of the underworld, a
- ble warrior ventures into the darkness to retrieve the
: ul of her lost love. Calling on their divine parentage,
~group of demigods undertake twelve labors to win the
' blessings for other mortals.
A mythic-fantasy campaign draws on the themes and
:-ories of ancient myth and legend, from Gilgamesh
Cu Chulainn. Adventurers attempt mighty feats of
egend, aided or hindered by the gods or their agents-
. :1d they might have divine blood themselves. The - nsters and villains they face probably have a similarl!ll
:igin. The minotaur in the dungeon isn't just another
!-headed humanoid, but the Minotaur- misbegotten
.:r pring of a philandering god. Adventures might lead
e heroes through a series of trials to the realms of the
in search of a gift or favor.
uch a campaign can draw on the myths and legends
c any culture, not just the familiar Greek tales.