@Lithium said in Coming Soon: Arx, After the Reckoning:
Everything devolves into wild sex romps, because sex sells. Sex and Violence.
You have a point there, but I'm still kind of an optimist about this. While sure, a lot of players will always have their sexy fun times, I still feel that a lot of people fall back on relationship RP and fooling around as just something to do because they don't have much else going on game wise, and I would feel that would be a failure on my part to provide meaningful story and an accessible metaplot. I kinda feel it's just on me and other GMs to make sure players have enough to do.
As for high vs low fantasy, there is magic in Game of Thrones, it's just very rare unless you take into account the corpses turning into zombies and babies being turned into white walkers and the dragons and the sorcerers and... well nevermind.
And you kind of hit it right there in what I was getting across by low fantasy. When someone describes the fantastic elements of Game of Thrones, "Well it's a medieval political drama but has dragons, undead zombie hordes, plant elves, giants, shadow demons, resurrection..." it wouldn't really sound low magic whatsoever, as you pointed out. But I think most fans would agree that Game of Thrones and similar settings followed the narrative approach of using fantastic elements sparingly early and gradually increasing the prevalence and significance of those elements to the story.
Which brings me back to @Glitch and the "baby with the bathwater" complaint, which I think is very valid and I definitely don't want to give the impression that Arx will be magic free. Oh god no it will not be magic free, it will be (and mostly is) coded, and it's intended to be used by players and not just NPC deus ex machina. But yeah, much like those same narratives, the metaplot is designed in a similar way to increase prevalence slowly over time, and cause a significant change in fundamental theme throughout the game's lifespan. From a game runner's perspective, I think it's a dangerous idea- we'll change theme slowly through the game, meaning some people that loved the start will hate it later, and vice versa, but I think in terms of actually telling a story and letting players go nuts with it, will be an awful lot of fun.
A better way to phrase a core thematic element of Arx would be: "What would it be like if a high fantasy world became a low fantasy one, forgot it ever was a high fantasy world, then started to change back?"