Showing posts with label Swords and Wizardry. Show all posts
Showing posts with label Swords and Wizardry. Show all posts

Saturday, October 8, 2011

Blackmarsh and S&W White Box

So, I was talking to a local friend of mine who, along with his wife, is an artist about his daughter.  I guess she was interested in Dungeons and Dragons and was interested in trying it out.  She went to a game sponsored by a local meetup group and didn't get a very warm reception.  I'm thinking it was the stereotypical D&D-geek-arrogance that I am all too familiar with, but still shake my head at in sadness.  Anyway, it kind of put her off the game.  I heard this and gave a quick little spiel to defend the game and explain how some of the less socially adept members of our hobby can be, especially to young, female newcomers.  He got it, and I eventually offered to run a game for the three of them and Mrs. Higgipedia (who is also friends with them) will round out the group of four.

I've been tapering off my game with that same meetup group (mostly because Wednesday nights aren't all that great this semester) and this group looks like it might be a good fit.  My wife has played (mostly 2e and a little bit of 4e with some of our other friends), but the rest are going to be blank slates.  I am kind of excited to be bringing some people INTO the hobby for the first time.


I gave it some though about what I'd be running.  I thought that since both parents are artists and their daughter is a smart 14-year-old girl, something very rules-light would be in order.  It also has to be thematically appropriate for a 14-year old.  That meant that my two go-to systems, Adventures Dark & Deep and Lamentations of the Flame Princess were out.  I looked through my books and decided on Swords & Wizardry White Box.  It's as rules-light as it gets and it will give my very creative group of players and I a lot of leeway to tweak stuff without re-writing rules or gaming the system.

I know from my previous LotFP game that I don't have THAT much time to write for a game right now, so I am using a pre-made setting... Rob Conley's Blackmarsh.  I've known Rob since 1993, although I reckon he wouldn't remember me from PRO (although he knew my old roommate at Penn State), and I've been a big fan of his stuff at Bat in the Attic.  Blackmarsh was small, simple, and perfect for my needs.

So, I've been poring over it (as much as you can pore over 24 pages) coming up with notes from the book as written and then looking into what I'm going to do with it in this particular game.  I'm excited.  I'll try to post game reports this time.

Monday, December 20, 2010

What It Is: Swords & Wizardry Complete Rules (Part Two)

All right, last week I reviewed the Player's Section of the new Complete Rules for Swords and Wizardry.  Today, I'll be finishing it up with the Referee's Section.

Let's Get Started
The introduction is good for explaining what it means to be an OSR referee compared to some of the new school games, rules interpretation in particular.  It sets the tone for a referee to act outside the rules and modify them as needed.  Compared to later editions of the game, which seem to have rules for everything and endless errata, it's a refreshing change.

Some of the symbols from p. 78.
The section jumps right into adventure design, reminding referees about their most important duty: providing a setting to give the rest of the players some form of challenge and entertainment.  The cross-sections and the maps are all hand-drawn, encouraging referees to go it their own.  There are plenty of "Dungeon Map Symbols" to give fledgling referees ideas for things to add to their dungeons.  I like this a lot because those huge lists of map symbols (I believe in the inside of the cover of the DM's book of the original Red Box) actually exposed me to new words like dais and portcullis.  I was 9 years old and had no clue what those were.  I bet if I asked around the coffee shop I'm writing this in, I'd find more people NOT knowing what those words mean than those who do know.  The key example is pretty simple and illustrates that all you really need as a referee is a brief description, stat blocks, treasure, and some space for notes.  While I look for a lot more than that from adventures I purchase, when I'm writing something up, I am usually good with the basics.

When it comes to stocking the dungeon, S&W deviates from the original sources, going for a later "Challenge Level" concept.  Starting with the "sublevels" of Challenge Levels A&B (for the weakest threats like kobolds and goblins) and going up from Challenge Level 1 (Orc) to Challenge Level 17 (Orcus, the Demon Prince).

I like ambush POV shots like this one from p.82
The random generation tables are the usual mixed bag.  The rules are quick to point out they are just guidelines, but it just seems a bit nuts to have the players run into a horde of 250 kobolds on the fifth level of a dungeon.  Two things can happen there:  Either the sheer volume of the monsters will overwhelm the players or they will be powerful enough to shrug off all of the attacks.  Either way, it's absurd.  I know large numbers of low-level monsters is something very traditional to the game, but I'd like to see someone finally start putting some common sense into it.  What's the point of rehashing these rules if you don't fix some of the things that are clearly absurd or broken?

The addition of mass combat rules in the game are a nice touch.  They look pretty simple, and I'll have to give them a whirl sometime. The siege rules are interesting that they almost admit that it's better to find a supplemental set of rules for it.  They are a bit meager for my taste, but I guess are there because the old rules had them.  The aerial and naval combat rules look pretty simple to use.

Things to Kill
Now, the section I have been waiting for.  The monster section.  154 monsters over 24 pages means that the stat blocks are succinct and the descriptions and flavor text are slim, to the point of sparse.  There aren't as many pictures as I'd expect and the ones that are there aren't always clearly linked to the monster in question.  All said, there is enough to work with here if you are a full blown member of the OSR, with an understanding of the context of the more obscure monsters. I'm thinking that some of the more obscure monsters (Carrion Creeper, Ceiling Lurkers, Trapper Beasts...) might be difficult for someone new to the game to use properly.

What's missing from this p. 119 picture?  A duck swimming in it.
One thing I really like about the monster section is that they clearly define Challenge Levels.  Well, as clearly defined as that concept can be.  Still, this is good for referees who may not be experienced enough to properly scale monsters to have an idea of how deadly their creations might be.

Ooooh!  Shiny!
The treasure system in many ways resembles the classic tables many of us grew up with.  What I like about how the Swords and Wizardry handles things is that instead of an arbitrary "treasure type," you have a gp value based upon the total experience points of the monsters.  It's a concept that a lot of later editions of the game embraced and is very nice to see here.  They have several "tradeouts" which allow you to include gems, jewelry, and magic items in lieu of cash.  So, after fighting my CL 7 Ogre Mage, I have a 2400gp treasure horde to work with.  I have one 100gp tradeout to work with (a bit low, statistically).  So the treasure ends up being 2300gp in coins and a 4gp gem.  Wow.  Let's try it again and see what happens the second time.  This time we get THREE 100gp tradeouts and one 1000gp tradeout.  This time we get a 49gp gem, a 5gp pendant, a magic sword which is cursed to force the bearer to run away from combat, a +2 staff, and 1100gp.  Not a bad system.  The magic items are your typical OSR fare.  They are clearly described and there are a lot of options stuffed into a small area.

Overall impressions
Swords & Wizardry's Complete Rules captures that moment in history where the original D&D rules were becoming Advanced Dungeons and Dragons.  It's clear and, instead of having to look in a number of supplements for all of your options, gives you everything you need to play the "complete" version of the original rules in one place.  It's a sharp looking book and very clearly organized and written.

If the Complete Rules existed in a bubble, I'd say jump on it in a second.  Unfortunately, I'm hesitant to give it a glowing review because they are catching OD&D when it was almost AD&D.  It's the bridge between OSRIC and Swords & Wizardry's White Box or Core Rules.  If you are already using OSRIC or have a bunch of 1st Edition books, I'm not sure this will bring anything new to the table.  I say "unfortunate" because I really want to like the Complete Rules more than I do.  It's just not jumping away from the pack in any way for me.


Buy this if you more options than the bulk of the OD&D clones (S&W's White Box or Labyrinth Lord) but aren't heavily invested in OSRIC or AD&D 1e.
Don't buy this if you already have an early AD&D clone you are happy with.

You can buy Swords & Wizardry's Complete Rules here, at the Frog God Games website.

Friday, December 17, 2010

What It Is: Swords & Wizardry Complete Rules (Part One)

The Old School Renaissance/Revolution is wonderful in a lot of ways.  I don't hate D&D's later editions (I played an awful lot of 4e in Colorado Springs), but I read the blogs of a lot of these OSR guys and I remember so much of what I loved about games back when all I had was the original Red Box and the Orange Spine 1e books.  Unfortunately, one of the trickier parts of navigating the OSR is finding WHICH set of rules to play.  You've got Swords & Wizardry, Labyrinth Lord, OSRIC, Lamentations of the Flame Princess, and many more.  They each offer something different and you have to really look around to see which one is the right fit for your game.

I picked up Swords & Wizardry: Complete Rules last week in PDF form.  I have the softcover on the way, and I'll comment on that when it arrives.  For now, I'll go cover to cover on the Complete Rules PDF.  Hopefully, you'll get an idea of what makes it tick and if it's the right fit for your game.

Basic Info:
The PDF weighs in at 135 pages.  I'm thinking that's a decent size.  I'm convinced that anything over 256 is bloated (I'm talking to YOU, Pathfinder), and 128 is probably the best size to have a thorough, concise rule set.  So, on that superficial level, Complete Rules looks good.

That's just a damn sharp cover.
The beautiful cover shows a party down in the depths of somewhere, near an eerie settlement built into/on top of a mesa at the bottom of what looks to be a deep chasm.  In the foreground (I can't quite tell if the party is going to or coming from the foreground), an eel-like creature rises from the muck.  A great old-school painting which sets the tone for a classic dungeon adventure in an alien setting.  What I like about it is that all of the individual components of the cover wouldn't be eerie in and of themselves, but combine for one of the better covers I've seen in a long time.

The internal art is incredibly varied, running the spectrum from line work to greyscale, detailed and realistic to highly stylized.  There seems to be a lot more art in the Player's Section than the Referee's Section.  I'm not sure if it was a conscious decision, but it does make sense when you think about it.  A player's section (or even a player's guide) is going to be what grabs the player and gives him inspiration for his character.  The ref just needs to get down to business.
Anyway, the art inside is decent.  While nothing really jumped out as amazingly awesome, there also aren't any pieces I'd consider bad at all.  I'd say it's on the higher end of average.

I recognize a few of the names in the credits from the blogosphere and from my childhood.  It's great to see that the people who were part of the Old School when it was the New School stuck around.  Tim Kask, the original editor of The Dragon, writes a short foreward and the primary author, Matt Finch, writes the introduction.  Combined, they take up about a third of a page.  It's nice because they let you know the overall vibe of the Old School way of thinking and let the reader know that experimentation is not just allowed, but encouraged.

The table of contents fits on one page, as does a list of tables.  Listing the tables in a book is a lost art, and I am thankful that they have it.  It really speeds up the search for an important bit of information.  The overall presentation is solid.  It's dense enough to pack a lot of information inside, but not so dense it gives you a headache when you are trying to read it.  There are no frills in the layout, which is a plus for me.  I've seen too many game designers get all crazy with the desktop publisher and not realize that simpler is better.

Character Creation
I know I'm not the only one who loves to jump right into character creation without even skimming the whole rulebook.  The Complete Rules allow you to do so, so that's good.

The Assassin from page 9.  Clearly bad ass.
You start with your attributes, with a 3d6 in order, which is pretty typical of the old-school.  Swords & Wizardry (both the Core Rules and Complete Rules) only makes slight modifications to the Original D&D attribute ranges.  With some attributes, such as Dexterity and Constitution, there is a very minimalist approach to bonuses and penalties.  For examply, you basically have three classes of Constitution, low (3-8), medium (9-12), and high (13-18), which give you a -1/0/+1 modifier to your hit points, and either 50/75/100 percent chance to survive resurrection.   For the most part, this isn't THAT much of a departure, but an 18 Con in OD&D gave you +3 hit points and still only a 99% chance of surviving a major system shock.  However, the 13 gave you no hit points and an 85%.  Compared to later editions, this low-key approach may shock people who have more experience with higher attribute bonuses for higher attributes.  What it serves to do is minimize the desire for higher scores.  If a 13 and an 18 give you the same benefit, you aren't as bummed if your highest score is a 13 or a 14, which is a very real possibility when you make characters with the straight 3d6 method.

You choose your character class next.  The options here are: Assassin, Cleric, Druid, Fighter, Magic-User, Monk, Paladin, Ranger, and Thief.  This makes the Complete Rules more of an early AD&D analogue than an OD&D one with regard to classes.   The classes don't stray far from their roots, to include differing mechanics for thief skills (some are percentile, some use a d6) and lack of spells for 1st-level Clerics.  There are no attribute minimums for the classes, like AD&D, but each class does have it's prime requisites to gain the 5% bonus to experience points.  Some only require one attribute to be 13, others as many as three.  From a text box in the Complete Rules, I understand that a lot of these are strict interpretations of what is found in a lot of the OD&D Supplements.  I confess I don't have anywhere near the working knowledge of those rules as I do AD&D 1e.  I'll take the author's word for it.

At least page 26's Halfling brought some suds!
The next step is to choose your race.  You can choose human and be done with it, or you can be an Elf,  Half-Elf, Dwarf, or Halfling.  A lot of your sub-classes are not available to your demi-humans, meaning you can't play an Elf Ranger according to the rules as written, and level caps are in effect.  It's all very much the old-school standard. 

There are some pretty extensive notes on multi-classing towards the end of the race section, which clears it up much better than a lot of editions of these rules did.  They offer some different perspectives on multi-classing (brought on by the vagueness of earlier editions) and players and referees both can figure things out much easier.

True to its roots, the Alignment section is set up for the linear Law-Chaos model, compared to AD&D's 3x3 cube.  Law represents civilization, Chaos represents anarchy, and Neutrality is poorly defined as always.  My issues with D&D's alignment models are deep, and better suited for another post.

The equipment section takes up three pages.  Not too many games are this light on gear.  What's listed are the basics.  The general equipment doesn't include weights for the objects, which is a curious decision for a game that operates on pounds as the basis for their encumbrance system.  In the Weight & Movement section, it assumes that your gear weighs ten pounds on top of your money, arms and armor.  I get that encumbrance is a pain in the ass and is frequently ignored by a good number of players.  Lamentation of the Flame Princess did a good job of abstracting encumbrance, while the old game made encumbrance require a calculator.  Maybe some of the OD&D experts can chime in and let me know if that's how it was done in the white box days.

Playing the Game
The first thing discussed after you've made your character is experience.  It explains their decision to have Prime Requisite bonuses for all character classes (since it apparently was very disjointed and vague in the original rules), and bases experience on monsters killed and treasure accumulated.  Again, pure old school.
One of the greater departures S&W takes from the source material is the one saving throw compared to many different classes of saves.  It's not quite the same as the 4e single saving throw, starting high and getting lower as the character advances in level, but it does make the paperwork a lot easier.  Much like 4e, different combinations of race and class give you situational bonuses to your save, which is nice.

Combat.  The heart of the game.  One thing that is unique about Swords & Wizardry is that the rules offer both ascending and descending Armor Class charts.  I get that with different OSR products out there all with different opinions about whether AC should go up or down, you've got a million different systems.  It's still a bit distracting to have two numbers out there.  The combat is pretty much your standard old-school D&D combat rules.  A nice touch is the frequent use of alternate rules text boxes, with different interpretations from different versions of the game.

The examples of play are nice, handling many different situations that new referees and players might run into before they really get a handle on the rules.  The sections on high level adventuring, strongholds, and hirelings are brief.  They leave a lot to interpretation, which is good for the majority of OSR players who are comfortable with coming up with systems that work within their campaign's particular framework.  Players who have come from less improvisational backgrounds might find it wanting.

The magic rules are pretty simple, not straying too far from the source.   Magical research is left to the referee to decide the details, which falls in like with the hirelings and strongholds rules above.  After a quick scan of the spells, there doesn't seem to be anything about them that jumps out.  If you are familiar with a lot of old D&D spells, you won't be in for any shocks here.

Anyway...
So that's it for the first half of the review.  On Monday I'll share my thoughts on the Referee's section and give my overall review of the product.