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No need for the additional quote/unquote. Quotation marks work just fine.


* DeliberateValuesDissonance: One sample treasure listed in the appendix is a quote "naked slave-girl" unquote, because such a character is a common trend among the classic pulp fantasy stories it tries to emulate.

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* DeliberateValuesDissonance: One sample treasure listed in the appendix is a quote "naked slave-girl" unquote, slave-girl," because such a character is a common trend among the classic pulp fantasy stories it tries to emulate.
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On Mighty Thews, which can be found [[http://onmightythews.com/ here]], is a rules-light pulp fantasy roleplaying game. It's notable for taking a heavily narrativist slant toward the pulp fantasy genre, and for allowing the players to come up with great whacking chunks of lore.

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On Mighty Thews, which can be found [[http://onmightythews.com/ here]], is a rules-light pulp fantasy roleplaying game. It's notable for taking a heavily narrativist slant toward the pulp fantasy genre, and for allowing the players to come up with great whacking chunks of lore.
lore rather than leaving it to the GM.

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On Mighty Thews, which can be found [[http://onmightythews.com/ here]], is a rules-light pulp fantasy roleplaying game.

to:

On Mighty Thews, which can be found [[http://onmightythews.com/ here]], is a rules-light pulp fantasy roleplaying game.
game. It's notable for taking a heavily narrativist slant toward the pulp fantasy genre, and for allowing the players to come up with great whacking chunks of lore.



* AntiHero: Any player character with a negative D20 Trait, such as Cruel or Cold.



* DeliberateValuesDissonance: One sample treasure listed in the appendix is a quote "naked slave-girl" unquote, because such a thing is a common trend among the pulp fantasy stories it tries to emulate.

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* DeliberateValuesDissonance: One sample treasure listed in the appendix is a quote "naked slave-girl" unquote, because such a thing character is a common trend among the classic pulp fantasy stories it tries to emulate.emulate.
* FantasyWorldMap: You draw your own, although it doesn't have to be the whole world - you can just limit it to a city if you prefer.



* HeroicFantasy: The heart and soul of the game. It even comes with a list of substitutions to ramp up the pulp factor, such as replacing generic treasure with fist-sized gemstones or a BookOfEldritchLore.

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* HeroicFantasy: The heart and soul of the game. It even comes with a list of substitutions to ramp up the pulp factor, such as replacing generic treasure with fist-sized gemstones or a BookOfEldritchLore.TomeOfEldritchLore.



* PatchworkMap: Making the map exciting is considered important. Making it make geographical sense is not.



* PlotArmour: Characters tend to die only when it's dramatically appropriate.

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* PlotArmour: Characters tend to either not die at all or only when it's dramatically appropriate.die at the end of the campaign.



* PlayerArchetypes: Aimed towards a mixture of Narrativists and Real Men.

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* PlayerArchetypes: Aimed primarily towards a mixture of Narrativists and Real Men.
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On Mighty Thews, which can be found [[http://onmightythews.com/ here]], is a rules-light pulp fantasy roleplaying game.

!!Tropes present in this game include:
* BarbarianHero: Oh yeah.
* CityOfAdventure: One of the sample maps, as an example of how the map-drawing phase can be used to draw up something other than just a huge continent.
* DeliberateValuesDissonance: One sample treasure listed in the appendix is a quote "naked slave-girl" unquote, because such a thing is a common trend among the pulp fantasy stories it tries to emulate.
* FighterMageThief: The three universal skills are Warrior, for hitting things and associating with military types; Sorcerer, for understanding occult lore and associating with intellectuals; and Explorer, for any physical skill not based around fighting stuff and dealing with strange and exotic people in strange and exotic locales.
* HeroicFantasy: The heart and soul of the game. It even comes with a list of substitutions to ramp up the pulp factor, such as replacing generic treasure with fist-sized gemstones or a BookOfEldritchLore.
* MadeOfIron: There actually ''aren't'' rules for character death, and wounds etcetera tend to come up exactly once, inflicting a penalty to one roll.
* {{Mooks}}: Rules are given for designing minor villainous henchmen, which are MadeOfPlasticine.
* PlanetOfHats: Part of setting up a group consists of drawing up a map, in which the defining character traits of the players are used as the keystones of what could be considered Poles of Hats - so, if a group contains a Cold nomad, a Cowardly thief, and a Mercenary barbarian, there will be a region where nearly everyone is Cold, one defined by Cowardice, and one heavy on Mercenary personalities. More varied places tend to be at something of a distance from these poles.
* PlotArmour: Characters tend to die only when it's dramatically appropriate.
* OOCIsSeriousBusiness: You pick a major personality trait, such as "Cold" or "Kind-Hearted"; while you gain bonuses for accurately roleplaying it, once per scene you can gain a substantially increased chance of success by doing the opposite...at the cost of your reroll chip for that round.
* PlayerArchetypes: Aimed towards a mixture of Narrativists and Real Men.
* TomeOfEldritchLore: One suggestion for how characters can learn lore.

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