I’ve got a substantial draft of Magnificent Doom, my sword-and-sorcery ttrpg framework, sitting in front of me (maybe 60% complete) and now the real questions are emerging. Not “what is sword-and-sorcery?” anymore, but “do these specific procedures actually create sword-and-sorcery at the table?” The theoretical design is done. Now I’m stress-testing the mechanics.
The Stakes Tracker: Does It Actually Limit Scope?
I built a Stakes Tracker as the framework’s core procedure, a mandatory overlay that works with any base system. Before each session, players define one personal stake from a constrained list: Revenge, Wealth, Freedom, Survival, Honor, or Debt. The GM can’t introduce world-ending threats; all scenarios must threaten or enable at least one player’s stake.
But here’s what I’m questioning: is this too restrictive? When I tested it with D&D 5e, the “save the village from goblins” scenario naturally became “the goblins stole your family heirloom” (Revenge) or “the goblins are preventing you from reaching the mountain where your contract binds you” (Debt). It worked. But what happens in longer campaigns where players naturally want escalating stakes?
Maybe the framework needs a stake escalation procedure, a formal way to raise personal stakes without expanding to cosmic scope. Instead of “now we save the kingdom,” it becomes “the warlord who killed your family is now the kingdom’s general, and you must choose between revenge and stability”. The scale stays personal even as consequences grow.
Sorcery Corruption: Risk Without Punishment?
The magic overlay is called Sorcery Corruption, and it’s meant to work universally. Whenever a character uses magic (regardless of base system), they roll a corruption die. Fail, and they gain corruption points. Accumulate enough, and physical/mental manifestations appear. The framework includes conversion tables: D&D spell slots become corruption triggers, Fate aspects get corruption consequences, narrative systems track corruption as a resource.
Testing revealed a problem: players hate it. In practice, Sorcery Corruption punishes magic use rather than making it risky and mysterious. The procedure works mechanically but fails thematically. Nobody wants to play a wizard who’s constantly degrading.
So I’m rewriting it. New approach: magic always works, but corruption determines what else happens. Low corruption? Clean casting. High corruption? The spell succeeds, but shadows linger, NPCs sense wrongness, or unintended effects manifest. Corruption becomes atmospheric pressure rather than mechanical penalty. Players can push for more power by accepting corruption, making it a choice rather than a tax.
Does this better serve the genre’s “magic is mysterious and costs much” mandate? I think so, but it needs more testing.
Scene Economy Rules: Too Aggressive?
Magnificent Doom includes Scene Economy Rules to enforce action-focus. The GM must frame scenes as one of three types: Conflict (immediate danger), Interlude (brief character moment), or Transition (getting from A to B). Investigation scenes, planning sessions, and extended negotiations are forbidden, they must be reframed as Conflict or skipped via Transition.
This works too well. In my Fate test, players tried to gather information about a cult, and I had to say “Scene Economy: this becomes a Conflict with cult guards, or you Transition past it with a quick roll”. It felt right for sword-and-sorcery, no Detective Conan deduction scenes, just action, but players felt railroaded.
The framework needs a refinement: maybe Scene Economy applies only to session structure, not individual moments. Each session must include at least two Conflicts and no more than one extended non-combat scene. That preserves pacing without micromanaging every interaction. It’s a ratio, not a straitjacket.
Or am I solving the wrong problem? Maybe players who want investigation don’t want sword-and-sorcery, and the framework should say so upfront.
Betrayal Mechanics: Breaking the Social Contract?
One procedure I’m genuinely unsure about is Betrayal Mechanics. Since sword-and-sorcery characters “may ally with an enemy or sacrifice an ally in order to survive”, the framework includes rules for it. Once per session, a player can invoke Betrayal to abandon an ally, switch sides temporarily, or sabotage the group for personal gain. They gain mechanical rewards (advancement toward their stake, bonus resources) but suffer reputation consequences.
In solo testing, this felt thematically perfect. In group testing, it nearly ended a friendship.
The issue isn’t the mechanic, it’s the social expectation. Most TTRPG tables assume cooperative play, and Betrayal Mechanics violate that implicit contract. Even when everyone agrees to use Magnificent Doom, players default to teamwork.
Three options I’m considering:
Remove Betrayal Mechanics entirely and accept that some genre elements don’t translate to group play
Require explicit session-zero consent and add “safety rails” (betrayals can’t kill PCs, must be telegraphed one scene early)
Make betrayal NPC-exclusive, the framework assumes PCs betray NPCs, not each other
Option three feels like a compromise that preserves genre flavor without destroying tables. Conan betrays the merchant who hired him, not the thief fighting beside him. That’s still sword-and-sorcery.
Modular Compatibility: The Unsolvable Problem?
The biggest ongoing struggle is modular compatibility. Magnificent Doom is supposed to work with any system, but that’s proving harder than expected. High-granularity systems like Pathfinder need detailed conversion tables. Low-granularity systems like Lasers & Feelings barely have mechanics to overlay. Narrative systems like Fate need thematic guidance more than mechanical rules.
I’m realizing the framework might need three versions: one for traditional/crunchy systems, one for narrative systems, and one for ultra-light systems. Each version uses the same core principles (stakes tracking, sorcery corruption, scene economy, etc.) but implements them differently.
That triples the work, but it might be the only way to make this genuinely system-agnostic. A single unified framework tries to be everything and ends up being nothing.
What’s Still Unclear
The draft is advancing, but these questions remain:
Should the framework include setting generation tools, or assume players bring their own setting?
How do I handle heroic systems (like superhero RPGs) that fundamentally conflict with sword-and-sorcery’s gritty tone?
Do I need advancement mechanics, or let base systems handle progression?
Should there be procedures for solo play, given sword-and-sorcery’s lone-antihero tradition?[18]
How minimal can the framework be before it stops being useful?
Right now, Magnificent Doom is a functional draft that needs refinement. The procedures work in theory, but practical testing reveals friction points, places where genre purity clashes with table enjoyment. The next phase isn’t writing more content; it’s cutting and revising until every procedure serves both the genre and the players.
Maybe that’s the real lesson: frameworks aren’t about adding rules. They’re about finding the minimum viable procedures that shift play toward a specific feel. Less is more, if you choose the right “less”.




Can't edit appearantly. For scene economy I don't really get the point? I agree it feels railroaded. Is there a reason you thought up this economy?
Stakes tracker is interesting, though I prefer things like classic PbtA. Why am I doing this? This introduces stakes. Why am I getting the treasure back? Is it just money, why not keep it to myself? Maybe I learn someone else is hunting for it. Revenge? Maybe I find out the goblins have a valid reason, maybe it was stolen for them. Maybe they were hired.
I think dungeon world fronts do a decent job of introducing campaign level stakes so maybe there is a middle ground?
In regards to magic, I recently read something in ICRPG that I liked. When a magic user uses magic it ticks up a D4, when it hits 4 you roll. For that many rounds you can't use magic.
Or Nimbles Magic Chaos or Kal Arath Magic (which I think captures sword and sorcery really well)