The general mood of an adventure is of great importance. Although some people think that it is predetermined by the game, which is why Warhammer Fantasy RP is always associated with dark fantasy and AD&D with dungeon bashing. This is false. The mood is determined by the GM and the adventure. Just because the rulebook reads of grim world, does not mean of how the adventures will look like.
Take the computer game Discworld as an example. The first part was very close to the novels, very funny and full of absurdities. Then take a look at Discworld:Noir. Totally different. If you like AD&D and want to play in a dark fantasy environment, just do it. It is not necessary to buy a new rulebook.
The general mood has a big impact on the game itself. When it takes place in a so called dark fantasy environment, the players are often much less likely to trust anyone. When you set it in a world full of powerful magic and chivalry, they are much more self-confident.
What you prefer is up to you, but it is necessary to think about the mood before the game starts. It is plainly stupid to create an adventure full of dragons, balrogs and sorcerers and then make them so powerful, that no PC can stand up against them.
Also remember that the PCs have to be aware of the general mood. Make it clear that they cannot have a “wish” every now and then or you end up with dead PC and angry players.
To be continued…
This article was written by Leif U. Schrader and originaly published by Strike to Stun in 2001