Want to write S&S adventure for fun and/or profit? After
about 30 years of reading the exploits of Conan, Elric, Kane, Fafhrd, the Gray
Mouser, Brak, Gath, and countless others, I have come up with a framework of
what the genre means to me. Maybe it will help.
·
The genre can just as easily be called Sword vs.
Sorcery. A warrior pits himself against wizard-tyrants and blasphemous
supernatural monsters. Man vs. Magic - even when the hero is also wielding
magic; such as Elric or Kane. Magic is difficult, alien, unreliable, and
treacherous - exemplified by Elric's Stormbringer, Kane's Bloodstone, or Gath's
Horned Helmet. Sorcerers, priests, and witches tend to be the enemy, rather
than trusted allies. The hero learns to depend upon his own strong arm and a
sharp blade.
·
Monsters are the exception, not the norm. The
hero pits his arm and his wits against soldiers, guards, slavers, bounty
hunters, brigands, cultists, assassins, and gladiators time and time again. He
clashes with prehistoric beasts from the dawn of time as well as modern
predators of every stripe. When there is a conflict with a true monster or
demon of the outer darks, it is a pivotal scene where our hero must draw upon
desperate resources and sometimes even recruit allies. Otherwise, our hero can
deal with any mortal foe just fine on his own.
·
Technology is uneven at best. While the world
tends to languish in a barbaric Iron Age, there is often lost and/or alien
technology to be found - if not always understood or mastered.
·
This leads to the consideration of other worlds
or planes of existence. If there is a demon to be conjured or a nameless horror
to threaten the mortal realm, they will come from Outside or Beyond. They must
be alien monsters that conform to no natural laws. This allows the writer to go
crazy with description and weird detail.
·
The hero's world is usually just like Earth -
only different in some mythic or folklore-ish fashion. Most cultures of the
ancient or medieval world will be represented - without all the pesky
historical accuracy. It is, after all, a "time of legend."
·
Hero is a term to be used loosely. The
protagonist of the tale is, more often than not, a thug and an opportunist. He
may claim some code or sense of honor, but this only elevates him a fraction
above the scum he fights. In a world where life is brutal and short, these
adventurers usually can't be identified at a glance from their opposition.
·
Women are generally prizes or femme fatales.
They are intended as a goal or as a devious threat - but swathed in gauzy
layers of sex. It is rare for a woman to be treated as anything resembling an
equal and those characters tend to be the most memorable.
·
Novel-length stories are rare and these
adventures were written for publication in pulp magazines. They were short
stories and novellas focusing on action and titillation.