Showing posts with label Swords and Wizardry. Show all posts
Showing posts with label Swords and Wizardry. Show all posts
Friday, April 17, 2015
HAPPY SWORDS & WIZARDRY APPRECIATION DAY!!!
I don't have anything to offer for Swords & Wizardry Appreciation Day since my writing time has been devoted largely to Mythic Space these days. However, I do want to thank Matt and the folks at Frog God Games for giving us a great framework for fantasy gaming that is both nostalgic and modern at the same time.
If you're looking for a fantasy game that gives you a great framework to build upon or play right out of the box, I can't recommend Swords & Wizardry enough. The Complete rules are available for free online, so there's no reason not to check it out.
Happy Swords & Wizardry Appreciation Day!
Tuesday, November 05, 2013
Swords & Wizardry Complete FOR FREE FOREVER!!!!
Tenkar's Tavern has set up a Dropbox link to the pdf version of the Swords & Wizardry Complete rulebook. This is now free because Frog God's current Kickstarter got enough backers, so as a thank you they have made the rules freely available as long as there is an internet! Click on the link above and get a copy of what I think is the finest fantasy RPG ruleset on the market today!
Sunday, June 02, 2013
Goings on
I've been pretty quiet this week for a variety of reasons all tied to work and home. However, I haven't been totally ignoring my projects.
First off, I'm up to 1680 creatures for my S&W monster collection. At this rate, I'll be ready to close the door on Monster Codex 2 and move on to collection monsters for Monster Codex 3. (I'm trying to keep page counts down to keep the books in a manageable size.) I've also picked up a new new monster books off of RPGNow to add to the conversion pile!
I've got a lot of notes on my S&W setting. I hope to start posting setting material dealing with the "Core Nations" of the world (mostly those covered in the D&D Gazetteer series) shortly, likely starting with the Grand Duchy of Karameikos.
After a lot of hem-hawing around, I picked up Barebones Fantasy and the Flesh and Blood sourcebook. I'm not usually big on percentile-based systems, but I like what I've seen so far from Barebones Fantasy. The use of classes as skills is an interesting twist. I haven't made it through the entire core rulebook yet, and therefore haven't started a character and tried out some quick fights. I hope to get around to that tomorrow.
First off, I'm up to 1680 creatures for my S&W monster collection. At this rate, I'll be ready to close the door on Monster Codex 2 and move on to collection monsters for Monster Codex 3. (I'm trying to keep page counts down to keep the books in a manageable size.) I've also picked up a new new monster books off of RPGNow to add to the conversion pile!
I've got a lot of notes on my S&W setting. I hope to start posting setting material dealing with the "Core Nations" of the world (mostly those covered in the D&D Gazetteer series) shortly, likely starting with the Grand Duchy of Karameikos.
After a lot of hem-hawing around, I picked up Barebones Fantasy and the Flesh and Blood sourcebook. I'm not usually big on percentile-based systems, but I like what I've seen so far from Barebones Fantasy. The use of classes as skills is an interesting twist. I haven't made it through the entire core rulebook yet, and therefore haven't started a character and tried out some quick fights. I hope to get around to that tomorrow.
Labels:
Barebones Fantasy,
RPG's,
Swords and Wizardry
Saturday, May 18, 2013
1,510 and why I tend to keep my toys to myself...
So, I've been so busy on the work and home fronts that I haven't really had time to devote to much of anything. Since I feel like I need to be "in the zone" to get much setting writing done, I've balked on sitting down and chipping away at that. However, I have been building a master catalog of creatures (something I can sit down and work on a bit at a time and not worry about losing my focus). Between Monstrosities, Tome of Horrors, and various other outlets like Knockspell and Hex Crawl Chronicles (of which I still have a few to buy) and my own conversions and creations, I've built up 1,510 creatures for use with S&W!
I've still got a few other S&W related products to add to my Monster Codex (which, once printed and bound, will sit beside my copy of Tome of Horrors and used in conjunction with my pdf copy of Monstrosities). Plus, there are thousands of great creatures out there ripe for conversion from other sources. I've already converted the Basic D&D Creature Catalog and a handful of creatures from the 2nd edition Monstrous Manual. I have tons of creatures in the various MC Appendixes, OSR monster books, 3E monster books and so on. This is an ongoing project that will grow and grow over the years.
I doubt I'll ever post these because I'm terrible at keep track of my sources and I'm just as bad at writing the legalese for OGL. While I am tremendously thankful to the Gods of Gaming for the OGL, I'm not really comfortable with sticking my neck out to post my collections of things converted from other sources. Plus, I know that if some creation of mine was used in another's product I would like to get credit for it. Collecting sources is something I'm getting better at, but I'm still using material I downloaded back from the old AD&D-L mailing lists, and I didn't have the foresight back then to make a note of who wrote everything that I use. Not to mention the fact that I'm terrible at making sure that something is "open content" before I use it. So while I'd love to post my Monster Codices and my version of the Swords & Wizardry rules, I doubt I ever will. There will always be bit and pieces that will get posted like my conversion of Mass Effect foes, but that's likely about it.
I've still got a few other S&W related products to add to my Monster Codex (which, once printed and bound, will sit beside my copy of Tome of Horrors and used in conjunction with my pdf copy of Monstrosities). Plus, there are thousands of great creatures out there ripe for conversion from other sources. I've already converted the Basic D&D Creature Catalog and a handful of creatures from the 2nd edition Monstrous Manual. I have tons of creatures in the various MC Appendixes, OSR monster books, 3E monster books and so on. This is an ongoing project that will grow and grow over the years.
I doubt I'll ever post these because I'm terrible at keep track of my sources and I'm just as bad at writing the legalese for OGL. While I am tremendously thankful to the Gods of Gaming for the OGL, I'm not really comfortable with sticking my neck out to post my collections of things converted from other sources. Plus, I know that if some creation of mine was used in another's product I would like to get credit for it. Collecting sources is something I'm getting better at, but I'm still using material I downloaded back from the old AD&D-L mailing lists, and I didn't have the foresight back then to make a note of who wrote everything that I use. Not to mention the fact that I'm terrible at making sure that something is "open content" before I use it. So while I'd love to post my Monster Codices and my version of the Swords & Wizardry rules, I doubt I ever will. There will always be bit and pieces that will get posted like my conversion of Mass Effect foes, but that's likely about it.
Monday, May 13, 2013
I just can't seem to leave well enough alone...
I was watching some Star Trek: TNG this weekend and it got me thinking about my house system for sci-fi again. During the development of the system I've found myself falling into the trap of adding too much to the system. I'm not really happy with certain aspects of the system when playtesting. It's one of those things that certain aspects sound good, but when implemented don't turn out quite right. Plus, with my recent work with the Swords & Wizardry rules, I've got to thinking about how I can change things around to make certain aspects easier to run.
First off, I'm taking a play out of the S&W rules and changing saves to a single save column.
Skills are going to be implemented in the same way as is presented in Basic D&D. Characters stat play with 4 skill selections (humans start with 6). Skill rolls are simply a d20 roll against the character's attribute score. A roll under the score succeeds, with a roll of 20 always failing. Skills don't increase other than using additional skill selections on the same skill. Each additional skill selection applied to a trained grants a -1 bonus to the skill roll. Class skill lists are still used with Cross Class skills requiring 2 selections to gain training. Classes are granted the chance to become proficient with weapons, which will now have a "Proficiency Rating" that is a bonus to attack rolls. Each class, however, will have a set list of weapon and armor proficiencies. Some classes, like Diplomat, may not be proficient with any weapons. Requiring them to spend a skill selection if they want to gain the proficiency rating bonus. For armor, each skill spent in armor allows the character to wear the next category of armor (Light/Medium/Heavy/Power), but all characters can wear light armor.
I'm removing all of the career builds for characters. It's a neat idea, but it really doesn't add that much to the ease of the character creation process. Plus, I find that builds such as that tend to get players to see them as really the only such option for that type of characters. Better to just get rid of them.
Psionics...I'm waffling a bit on this. I may go the standard SWN route, but the idea of scrapping the Psion class altogether in lieu of characters having a chance of having a psionic power, a single power, has some appeal.
Much of the rest of the work I've done will still be usable, but as I go through the changes more things may crop up.
First off, I'm taking a play out of the S&W rules and changing saves to a single save column.
Skills are going to be implemented in the same way as is presented in Basic D&D. Characters stat play with 4 skill selections (humans start with 6). Skill rolls are simply a d20 roll against the character's attribute score. A roll under the score succeeds, with a roll of 20 always failing. Skills don't increase other than using additional skill selections on the same skill. Each additional skill selection applied to a trained grants a -1 bonus to the skill roll. Class skill lists are still used with Cross Class skills requiring 2 selections to gain training. Classes are granted the chance to become proficient with weapons, which will now have a "Proficiency Rating" that is a bonus to attack rolls. Each class, however, will have a set list of weapon and armor proficiencies. Some classes, like Diplomat, may not be proficient with any weapons. Requiring them to spend a skill selection if they want to gain the proficiency rating bonus. For armor, each skill spent in armor allows the character to wear the next category of armor (Light/Medium/Heavy/Power), but all characters can wear light armor.
I'm removing all of the career builds for characters. It's a neat idea, but it really doesn't add that much to the ease of the character creation process. Plus, I find that builds such as that tend to get players to see them as really the only such option for that type of characters. Better to just get rid of them.
Psionics...I'm waffling a bit on this. I may go the standard SWN route, but the idea of scrapping the Psion class altogether in lieu of characters having a chance of having a psionic power, a single power, has some appeal.
Much of the rest of the work I've done will still be usable, but as I go through the changes more things may crop up.
Labels:
House System,
RPG's,
Sci-Fi,
Stars Without Number,
Swords and Wizardry
Friday, May 10, 2013
I've been laid low...
I've been battling a sick baby and a sinus infection this week, so that's why everything has been pretty quiet so for here at Worlds Galore. Go firgure, the weather is finally nice for more than a couple days and my head feels like its full of concrete a sick nearly 1 year old doesn't help matters either.
Needless to say, I haven't put in much work on the S&W setting this week. What little time I've either had for writing or felt like writing has been spent updating the rulebook. Here's my most recent changes:
Added a Shaman class based largely off the class of the same name from GAZ12, but combined with bits and flavour from GAZ14 as well. Shaman deal in totem animal spirits and the spirit world from which they draw their power. They are a cleric-like class who are the holy men of nomadic tribes primarily found in Ethengar and the plains of the Atruaghin tribes.
Added in the Magic Item Creation rules from the Rules Cyclopedia.
I'm starting to rethink my use of Drow over Shadow Elves. I may relegate the Drow back to NPC/Monster status and use Shadow Elves instead, complete with their own additional spell list akin to that of the Wood Elves, but with spells that are more of use in underground settings.
Added a lot of spells from the various GAZ books.
I hope to start work on the world map this weekend, but we'll see. Hopefully, I'll have something to share soon.
Needless to say, I haven't put in much work on the S&W setting this week. What little time I've either had for writing or felt like writing has been spent updating the rulebook. Here's my most recent changes:
Added a Shaman class based largely off the class of the same name from GAZ12, but combined with bits and flavour from GAZ14 as well. Shaman deal in totem animal spirits and the spirit world from which they draw their power. They are a cleric-like class who are the holy men of nomadic tribes primarily found in Ethengar and the plains of the Atruaghin tribes.
Added in the Magic Item Creation rules from the Rules Cyclopedia.
I'm starting to rethink my use of Drow over Shadow Elves. I may relegate the Drow back to NPC/Monster status and use Shadow Elves instead, complete with their own additional spell list akin to that of the Wood Elves, but with spells that are more of use in underground settings.
Added a lot of spells from the various GAZ books.
I hope to start work on the world map this weekend, but we'll see. Hopefully, I'll have something to share soon.
Tuesday, May 07, 2013
S&W Setting Musings: Religions
I've always had a bit of a love-hate relationship with how faith is handled in lots of D&D editions. Basic, which is serving as the foundation to the setting, had Immortals: adventurers that have grown in power to the point that they are deified. AD&D through 4E (and well, D&D Next as well it appears) have gods that are worshiped and may take an active role in the setting. These pantheons are typically set and most races at least acknowledge the existence of these gods. The barbaric humans and demi-humans may worship other, lesser, gods, but these are typically seen as false gods, or more "cthulhuesque" old ones. Neither option really feels right to me.
I've never really liked the idea of the gods playing an active role in the world. Some of the worst things to happen to two of D&D more popular settings have been due to the activeness of deities in the world. It's an easy way to re-set a setting for a new edition of the rules, but it's always struck me as a bit lazy. After all, if the gods are going to come down and mess everything up, what's the point of adventuring in the first place? I don't know why I never liked the idea of the players becoming gods in their own right. It seems like a logical conclusion to an epic run. The players have become more powerful than anything else in the world, why shouldn't they become gods in every sense of the word? Meh. Maybe it's because I never really got to those dizzingly high levels (and therefore never got to use the Immortals rules), so I just don't fully understand the fun of playing a god-like being? Possibly.
The set pantheons of many settings, where all the races worship the same gods or at least know that the gods of other races exists alongside their own is just as boring to me. I've fallen into this as well over the years as well. This also leads to the same gods being used over and over, just with a new name. There's a god of Justice, a god of Death, a god of Nature, the chief gods of the elves and dwarves and orcs ad nauseum.
For this setting, I'm taking some hints from the Basic D&D Gazeteers and running with them. Religions are going to be plentiful, but localized. There are only a few widespread faiths (like the Eternal Truth of the Emirates), but many are still hero worship (like the Cult of Halay in Karameikos) or the worship of spirits and ancestors. Even the more contemporary churches may not be tied to any specific god, but to moral ideas (like the Church of Karameikos and the Church of Traladara). How will this affect clerics? Very little. They will still need to meditate on their spells to gain their suite of castable spells like normal. Even if a cleric's faith isn't tied to any particular god, but more to an ideal they still get to cast spells as the cleric that worships a specific deity or demon. There will still be pantheons and families of gods like those found in Greek and Roman myth, but they will be tied to cultures where is makes more sense to have them.
I think this more natural (for lack of a better word) track of using faith will better fit the setting and the various cultures. I can see it being more work, but since religion rarely comes up in game unless the party has a cleric who is prone to proselytizing their faith I won't need a ton of detail on each and every faith. Much like the real world, where there are numerous religious beliefs, it is interesting to see how many un-connected cultures have faiths that are very similar to one another. I can detail a cult, and those details can work for a couple other cults as well with just a little tweaking of the flavor text.
How will such an approach affect the cosmology? Well, I'm tossing out any ideas of an orderly planar wheel like what was found in AD&D and expanded in Planescape. I use the simple Law/Neutral/Chaos alignments, and even then I'm not overly slavish to them (unless a character's class or background demands that I pay close attention to their in-game decisions), so having an alignment-based cosmology doesn't make much sense. There are planes in the setting. Ethereal, Astral, and the Elemental Planes are a given. Other planes of existence will be largely based on the faiths. A lot of faiths that have a "hell or hells" in them will all be tied essentially to the same group of torturous planes that are the home of demons. (I don't make any distinction between demons and devils in my games. They are all just infinitely evil, horrific beings.) Many "heavens" may all be tied to essentially the same place as well, especially if the faiths are more tied to moral ideals than to any specific god. "The Green" will be a place in which the Faerie Court will be located, which will tie heavily into the elven myth and legends. Pantheons will still have their own planes...possibly. Some of the ideas I'm toying around with on how faith and cleric spellcasting actually work would make the need for pantheonic planes.
There you have it, some general ideas on how I'm going to handle religions in my S&W setting.
Next post is #100...I don't know that I'll do anything overly special or not to mark hitting the century mark or not.
I've never really liked the idea of the gods playing an active role in the world. Some of the worst things to happen to two of D&D more popular settings have been due to the activeness of deities in the world. It's an easy way to re-set a setting for a new edition of the rules, but it's always struck me as a bit lazy. After all, if the gods are going to come down and mess everything up, what's the point of adventuring in the first place? I don't know why I never liked the idea of the players becoming gods in their own right. It seems like a logical conclusion to an epic run. The players have become more powerful than anything else in the world, why shouldn't they become gods in every sense of the word? Meh. Maybe it's because I never really got to those dizzingly high levels (and therefore never got to use the Immortals rules), so I just don't fully understand the fun of playing a god-like being? Possibly.
The set pantheons of many settings, where all the races worship the same gods or at least know that the gods of other races exists alongside their own is just as boring to me. I've fallen into this as well over the years as well. This also leads to the same gods being used over and over, just with a new name. There's a god of Justice, a god of Death, a god of Nature, the chief gods of the elves and dwarves and orcs ad nauseum.
For this setting, I'm taking some hints from the Basic D&D Gazeteers and running with them. Religions are going to be plentiful, but localized. There are only a few widespread faiths (like the Eternal Truth of the Emirates), but many are still hero worship (like the Cult of Halay in Karameikos) or the worship of spirits and ancestors. Even the more contemporary churches may not be tied to any specific god, but to moral ideas (like the Church of Karameikos and the Church of Traladara). How will this affect clerics? Very little. They will still need to meditate on their spells to gain their suite of castable spells like normal. Even if a cleric's faith isn't tied to any particular god, but more to an ideal they still get to cast spells as the cleric that worships a specific deity or demon. There will still be pantheons and families of gods like those found in Greek and Roman myth, but they will be tied to cultures where is makes more sense to have them.
I think this more natural (for lack of a better word) track of using faith will better fit the setting and the various cultures. I can see it being more work, but since religion rarely comes up in game unless the party has a cleric who is prone to proselytizing their faith I won't need a ton of detail on each and every faith. Much like the real world, where there are numerous religious beliefs, it is interesting to see how many un-connected cultures have faiths that are very similar to one another. I can detail a cult, and those details can work for a couple other cults as well with just a little tweaking of the flavor text.
How will such an approach affect the cosmology? Well, I'm tossing out any ideas of an orderly planar wheel like what was found in AD&D and expanded in Planescape. I use the simple Law/Neutral/Chaos alignments, and even then I'm not overly slavish to them (unless a character's class or background demands that I pay close attention to their in-game decisions), so having an alignment-based cosmology doesn't make much sense. There are planes in the setting. Ethereal, Astral, and the Elemental Planes are a given. Other planes of existence will be largely based on the faiths. A lot of faiths that have a "hell or hells" in them will all be tied essentially to the same group of torturous planes that are the home of demons. (I don't make any distinction between demons and devils in my games. They are all just infinitely evil, horrific beings.) Many "heavens" may all be tied to essentially the same place as well, especially if the faiths are more tied to moral ideals than to any specific god. "The Green" will be a place in which the Faerie Court will be located, which will tie heavily into the elven myth and legends. Pantheons will still have their own planes...possibly. Some of the ideas I'm toying around with on how faith and cleric spellcasting actually work would make the need for pantheonic planes.
There you have it, some general ideas on how I'm going to handle religions in my S&W setting.
Next post is #100...I don't know that I'll do anything overly special or not to mark hitting the century mark or not.
Wednesday, May 01, 2013
Setting Update and Closing in on 100...
I've been hammering away at both the campaign setting and adding to/modifiying my hack of the S&W rules. Here's the latest:
I've come to the realization that I'm going to have to essentially re-draw the map of Mystara. The outside material I'm adding in is enough that I can't just squeeze in places here and there and still use the map as is. It sounds like a big task, and I guess it is to a point, but I've already got a rough sketch down of much of the main continent which really is the big part of the task.
As far as backstory goes, I'm going with a "world is darkening" vibe. The wilds are encroaching. While life in the Thyatian and Alphatian Empires is still civilized (well, as civilized as it ever is), the border nations are seeing more creatures, more raids by the savage tribes, and it's getting harder and harder to maintain the status quo. Some of the smaller baronies are falling, or rebelling against the Empires. All the while, the need for expansion is fueling the headlong rush into very possible destruction in many areas. I'm still working out many of the finer details, but it's coming along. Not much that I can really share just yet, but I hope to before long.
I've stated several times that one of the main things that I love about Swords & Wizardry is that I can utilize basically everything in my collection from Basic D&D through D&D 3.5/Pathfinder without a bunch of complex conversions and such. As I'm making notes of places and things I want to have in the setting, I'm converting spells, items, creatures from the materials. I've added a lot of spells from the various Gazeteers, the skill system from the Basic D&D Rules Cyclopedia, and the Shaman class from GAZ12. In my rulebook, I've got conversions from the Wizard's Spell Compendium from 2nd edition AD&D, races from 3E/Pathfinder, and monsters from all over the place. Most of these items didn't take much real conversion at all. Thanks to S&W (and a compulsion to write these days), I'm utilizing more of my collection now than I have at any other point in my gaming history!
One final note, I'm closing in on post #100. I almost feel like I should post something special, but I haven't figured out what yet. I hadn't really done much with this blog until last December, but it's exploded since then. Not sure why I've gotten into the blogging swing of things again, but I'm glad I have. By getting involved in the blogging community, my desire to write is back in full swing, and I've discovered a ton of great blogs. Now if I could just get a regular game going....
I've come to the realization that I'm going to have to essentially re-draw the map of Mystara. The outside material I'm adding in is enough that I can't just squeeze in places here and there and still use the map as is. It sounds like a big task, and I guess it is to a point, but I've already got a rough sketch down of much of the main continent which really is the big part of the task.
As far as backstory goes, I'm going with a "world is darkening" vibe. The wilds are encroaching. While life in the Thyatian and Alphatian Empires is still civilized (well, as civilized as it ever is), the border nations are seeing more creatures, more raids by the savage tribes, and it's getting harder and harder to maintain the status quo. Some of the smaller baronies are falling, or rebelling against the Empires. All the while, the need for expansion is fueling the headlong rush into very possible destruction in many areas. I'm still working out many of the finer details, but it's coming along. Not much that I can really share just yet, but I hope to before long.
I've stated several times that one of the main things that I love about Swords & Wizardry is that I can utilize basically everything in my collection from Basic D&D through D&D 3.5/Pathfinder without a bunch of complex conversions and such. As I'm making notes of places and things I want to have in the setting, I'm converting spells, items, creatures from the materials. I've added a lot of spells from the various Gazeteers, the skill system from the Basic D&D Rules Cyclopedia, and the Shaman class from GAZ12. In my rulebook, I've got conversions from the Wizard's Spell Compendium from 2nd edition AD&D, races from 3E/Pathfinder, and monsters from all over the place. Most of these items didn't take much real conversion at all. Thanks to S&W (and a compulsion to write these days), I'm utilizing more of my collection now than I have at any other point in my gaming history!
One final note, I'm closing in on post #100. I almost feel like I should post something special, but I haven't figured out what yet. I hadn't really done much with this blog until last December, but it's exploded since then. Not sure why I've gotten into the blogging swing of things again, but I'm glad I have. By getting involved in the blogging community, my desire to write is back in full swing, and I've discovered a ton of great blogs. Now if I could just get a regular game going....
Sunday, April 28, 2013
Razor Coast
The Razor Coast setting for Sword and Wizardry is out in pdf form. (You can purchase it from RPGnow or from Frog God Games.) I've been waiting for this for a while now, but I ended up settling on the Freebooter's Guide to the Razor Coast for now. The Freebooter's Guide gives players all the base information they need to create characters and get a general understanding of the various factions and what life is like in the Razor Coast. There are three new races (though one is the native humans of the region), new spells, new gods, new weapons/armor/items, and three new monsters. All in all, I'm happy with the purchase. The setting is well-written and therefore interesting. It's a must buy for anyone wanting to play in the Razor Coast.
I mentioned that I settled on just the Freebooter's Guide for now. That's because the main setting book is $40 for a pdf. That's a bit steep for an ebook, in my opinion. Now, I don't have any idea of the costs involved with putting this book together, so don't mistake me when mention the cost. For me, that price is too steep, but I don't expect anyone to change the cost to please me. It costs what it costs. That said, I do eventually intend on picking up the setting book, when it better fits into the budget to do so...though I'll still likely flinch visibly when hitting the confirm payment button...
Friday, April 26, 2013
Absence Makes the Heart Grow Fonder...
...or so they say.
I've been neglecting the blog this week in lieu of working on my S&W setting...which turned into another rules tweak, which turned into a proofreading session, which has taken much of my free time this week. I've got a couple of updates to the race list I need to get written up, and I want to go into the various human races that live in the setting as well.
As I'm going through the D&D Gazeteers mining the heck out of them for ideas, I've come across the forgotten (at least by me) Shaman class. I've got several animal atavistic-centered societies and thought it may make a good additon to the classes I have for the players in my hack of the S&W rules. Which brings me to my next idea...
I understand the reasoning behind the differing XP Progressions. (For those of you on the G+ Swords & Wizardry community, +Brett Slocum brought up this very topic today.) I've been batting around the idea of having a 3E style single progression table for all classes. I've always taken a very free and loose attitude towards XP. I hand it out as I see fit, and not necessarily because the rules say how XP should be handled. Magic-Users are fairly weak in the early levels, but they quickly grow into very powerful characters. However, that power is finite, being tied to the number of spells they can memorize. Plus, a fighter (or even a ranger, barbarian, or paladin) can "bring their A game" to bear in combat at all times (unless they are subject to some spell or curse that is). They are wholly viable on the battlefield no matter how long the battle laasts, no matter how badly they've been pounded, so the power level issues may actually come out in the wash. I haven't crunched any numbers on this, just eyeballing it. Has anyone done this in early editions? How did it go? Was the party wholly out of whack, or was it even noticed?
I've been neglecting the blog this week in lieu of working on my S&W setting...which turned into another rules tweak, which turned into a proofreading session, which has taken much of my free time this week. I've got a couple of updates to the race list I need to get written up, and I want to go into the various human races that live in the setting as well.
As I'm going through the D&D Gazeteers mining the heck out of them for ideas, I've come across the forgotten (at least by me) Shaman class. I've got several animal atavistic-centered societies and thought it may make a good additon to the classes I have for the players in my hack of the S&W rules. Which brings me to my next idea...
I understand the reasoning behind the differing XP Progressions. (For those of you on the G+ Swords & Wizardry community, +Brett Slocum brought up this very topic today.) I've been batting around the idea of having a 3E style single progression table for all classes. I've always taken a very free and loose attitude towards XP. I hand it out as I see fit, and not necessarily because the rules say how XP should be handled. Magic-Users are fairly weak in the early levels, but they quickly grow into very powerful characters. However, that power is finite, being tied to the number of spells they can memorize. Plus, a fighter (or even a ranger, barbarian, or paladin) can "bring their A game" to bear in combat at all times (unless they are subject to some spell or curse that is). They are wholly viable on the battlefield no matter how long the battle laasts, no matter how badly they've been pounded, so the power level issues may actually come out in the wash. I haven't crunched any numbers on this, just eyeballing it. Has anyone done this in early editions? How did it go? Was the party wholly out of whack, or was it even noticed?
Tuesday, April 23, 2013
Races Part 2
Here's Part 2 of my continuing series of brief ideas on the races that will be found in my S&W setting.
Half-Breeds: Like Giantkin, these other half-races live lives where they never feel at home. Shunned, hated, and abused, it's little wonder many half-races live tragically short lives either turning to lawlessness or to the dangerous lives of adventurers.
Half-Elves are one half-race that may be able to find acceptance in the civilized world, as human-elf pairings are those that are more likely to be those based on love and affection. Still, such relationships are typically never accepted by either human or elf communities. The parents are often times shunned and degraded, and their children even moreso. It is this descrimination that drives many half-elves to become forces of change in their communities, while others will leave home as soon as they are of age (even before so) to become travelers, bandits, beggars, and adventurers. Many half-elves will try to hide their heritage, posing as either a human or an elf, but these ploys never stand up to instense scrutiny.
Half-Ogres are rare. Ogres value strength and ferocity above all other qualities and these qualities are taught at a very young age, so few half-ogres live very long. Among humans, half-ogres are a constant reminder of the violence that oftentimes brings them into the world. Half-Ogres who are particularly cunning can use their wits to lead small bands of ogres, or play up their more brutish looks to become hired guards and sellswords to wealthy merchants. Still, a half-ogre needs to live long enough to be able to take advantage of these opportunities and very, very few do.
Half-Orcs live lives similar to that of half-ogres. They are seen as weak by their orc families, and are seen as abominations by thier human families. Orcs are more intelligent and ever so slightly more cultured than ogres, so half-orcs do tend to have a better chance of living among orc tribes. Their lives tend to be miserable, as orcs see half-breeds as being little better than a goblin. If there isn't a goblin to abuse, then the next best thing is to kick a half-orc. Among humans, half-orcs suffer racism and even outright violence directed to them for simply existing. Life for half-orcs among humans is even sometimes worse than the lives of half-ogres since orc attacks on human villages are much more common, so there is a greater sense of animosity.
Halflings: Halflings primarily call the Five Shires home. They are a peaceful, agrarian people who prefer to stay out of the world of the big folk. Still, there are those that desire a life of adventure far from their quaint shires. One wouldn't think to look at them, but halflings are just as well suited to adventure as humans, dwarves, lupin, and other races. They may not be front-line troops (though more than a few invaders that have attempted to raid the Five Shires have discovered the ferocity of halfling warriors), but they are naturally stealthy and agile; perfect for thieves, scouts, and spies.
Humans: I'm not going to go into a lot of detail here, since I'm still researching and compiling information on the various human cultures available to players. Still, humans are the most populous race in the Known World. Few places in the world have not hosted this race in one form or another. They are the most diverse and adaptable race in world, so it should come as no surprise that they can be found virtually everywhere.
Minotaur: There are essentially two races of minotaur in the Known World: civlized (Taladasian) and uncivilized. The minotaurs from the island of Taladas are still a warrior race, but unlike the vast majority of minotaurs do not worship the standard minotaur gods of slaughter. They have come to worship gods of strength and justice (more informaiton on the various dieties of the campaign will come later). Taladasian minotaurs are sailors and merchants, but their most valuable commodity is their sword-arms. They may not be as massive and powerful as the bestial minotaurs, but they are still quite naturally strong.
Lupin: The dogfolk are a common sight in the Savage Coast region and are generally well-recieved by the most cultures in the Known World. They hail mostly from Renardy, where lupins make up the entirety of the government. The lupin ability to detect werewolves has made them highly sought after in parts of the world were the dread creatures are known to tread. (I'm going to modify the Dragon articles on Lupin and Rakasta sub-races for use in generating them as PC's.)
Rakasta: The catfolk of Bellayne are a common sight in the Savage Coast region. While not as well liked as lupins, rakasta are still a generally accepted race. They do not have the lupin reputation for loyalty and honor, but rakasta are known for being cunning warriors and nigh undetectable sneakthieves.
Ratfolk: The Ratfolk, or Ratanna as they call themselves, are a hated and reviled race, but many cities have found them to be a necesarry evil. They can be found throughout much of the Known World, but they are rarely seen. They live primarily below larger cities, especially those with advanced drainage systems. They build their warrens in these complexes. The Ratfolk have struck bargains with some cities to keep their sewers clear of creatures and spies for the price of clean food, clothing, and the like. Most refuse to deal with the ratfolk, however, and some city leaders even go so far to send the city watch or even bands of hired adventurers to rout out the creatures. Truth be told, Ratfolk are sneaky and dangerous not by any cultural goal to subvert other races, but out of necessity. They know what their reputation is, but many warrens attempt to change that perception. Sadly, most end up having to fight it out with their neighbors, which only solidifies the prejudices against them.
Sisters of Sword: The Sisters of the Sword are members of an ancient order of warrior women devoted to the gods of Light. The order takes in orphaned or otherwise unwanted girls, usually human, elven, or half-elven, and through a series of rituals the girls are transformed into a sister. All sisters retain their skin, hair, and eye color, but their bodies are transformed into tall, athletic, and beautiful women. They are trained in combat, mostly as fighters, but some become rangers, paladins, clerics, and spellswords. Sisters of the Sword are a rare sight in the world today, many of their cloisters have fallen over the years, and their numbers have dwindled as a result.
Spellborn: Spellborn are living constructs that were created during the First War. Long thought lost, they have only recently emerged from the ruins of their masters' former empire in the Anauroch Desert to become part of the greater world. It is unknown how the spellborn attained sentience, and if their sentience is a recent development. While most appear to be as honorable as any other race, their appearance is unnerving to many, leading many spellborn to be distrusted at best and attacked as monsters at worst.
Surasti: When Avalon was at the height of power, the kingdom of Surast was at it's darkest. Like a mirror image of Avalon, Surast was as dark and depraved as Avalon was cultured and blessed. The Mage-Kings of Surast had long conspired with demonic forces to concrete and expand their power. This constant use of foul magic tainted the land and the people. The Surasti, what few there are left in scattered, isolated pockets throughout the Known World, have the look of demons. Even though they overthrew the Mage-Kings and put their lands to the cleansing flame, their bodies are forever marked as having been tainted by foul magic. Their appearance has largely relegated the Surasti to the fringes of society. Even though they are no more prone to fall to the forces of darkness, most other races think the Surasti are always on the verge of succumbing to some demonic urge.
Tortles: Tortles are a gentle race of fishermen that can be found in many warm coastal regions in the Known World. They don't have any nation of their own, and largely live under the juridiction of other kingdoms, but as long as they are able to fish and largely keep to themselves they don't mind. Tortles have been targets of raiders before, but many have learned that the seemingly slow and over-kind creautres have fire in their bellies when threatened.
Wyrmblooded: Were the Draconians are born through the sorcerous tainting of dragon eggs, the Wyrmblooded were born by the blessing of the dragons gods Bahamut and Tiamat. Wyrmblooded are dragon-like humanoids that live in remote mountain regions, usually not far from an actual dragon lair. Some wander into the realms of other races in search of trade or adventure. While the first encounters with these beings were wrought in violence and fear, many villages and towns near wyrmblooded settlements have grown accustomed to the dragonkin.
Those are the races that players will be able to play at the start of the campaign, at least for now, the list may change a bit as I get to fleshing out the setting more. Plus, further deatils will be put out the further along I get with this process.
Half-Breeds: Like Giantkin, these other half-races live lives where they never feel at home. Shunned, hated, and abused, it's little wonder many half-races live tragically short lives either turning to lawlessness or to the dangerous lives of adventurers.
Half-Elves are one half-race that may be able to find acceptance in the civilized world, as human-elf pairings are those that are more likely to be those based on love and affection. Still, such relationships are typically never accepted by either human or elf communities. The parents are often times shunned and degraded, and their children even moreso. It is this descrimination that drives many half-elves to become forces of change in their communities, while others will leave home as soon as they are of age (even before so) to become travelers, bandits, beggars, and adventurers. Many half-elves will try to hide their heritage, posing as either a human or an elf, but these ploys never stand up to instense scrutiny.
Half-Ogres are rare. Ogres value strength and ferocity above all other qualities and these qualities are taught at a very young age, so few half-ogres live very long. Among humans, half-ogres are a constant reminder of the violence that oftentimes brings them into the world. Half-Ogres who are particularly cunning can use their wits to lead small bands of ogres, or play up their more brutish looks to become hired guards and sellswords to wealthy merchants. Still, a half-ogre needs to live long enough to be able to take advantage of these opportunities and very, very few do.
Half-Orcs live lives similar to that of half-ogres. They are seen as weak by their orc families, and are seen as abominations by thier human families. Orcs are more intelligent and ever so slightly more cultured than ogres, so half-orcs do tend to have a better chance of living among orc tribes. Their lives tend to be miserable, as orcs see half-breeds as being little better than a goblin. If there isn't a goblin to abuse, then the next best thing is to kick a half-orc. Among humans, half-orcs suffer racism and even outright violence directed to them for simply existing. Life for half-orcs among humans is even sometimes worse than the lives of half-ogres since orc attacks on human villages are much more common, so there is a greater sense of animosity.
Halflings: Halflings primarily call the Five Shires home. They are a peaceful, agrarian people who prefer to stay out of the world of the big folk. Still, there are those that desire a life of adventure far from their quaint shires. One wouldn't think to look at them, but halflings are just as well suited to adventure as humans, dwarves, lupin, and other races. They may not be front-line troops (though more than a few invaders that have attempted to raid the Five Shires have discovered the ferocity of halfling warriors), but they are naturally stealthy and agile; perfect for thieves, scouts, and spies.
Humans: I'm not going to go into a lot of detail here, since I'm still researching and compiling information on the various human cultures available to players. Still, humans are the most populous race in the Known World. Few places in the world have not hosted this race in one form or another. They are the most diverse and adaptable race in world, so it should come as no surprise that they can be found virtually everywhere.
Minotaur: There are essentially two races of minotaur in the Known World: civlized (Taladasian) and uncivilized. The minotaurs from the island of Taladas are still a warrior race, but unlike the vast majority of minotaurs do not worship the standard minotaur gods of slaughter. They have come to worship gods of strength and justice (more informaiton on the various dieties of the campaign will come later). Taladasian minotaurs are sailors and merchants, but their most valuable commodity is their sword-arms. They may not be as massive and powerful as the bestial minotaurs, but they are still quite naturally strong.
Lupin: The dogfolk are a common sight in the Savage Coast region and are generally well-recieved by the most cultures in the Known World. They hail mostly from Renardy, where lupins make up the entirety of the government. The lupin ability to detect werewolves has made them highly sought after in parts of the world were the dread creatures are known to tread. (I'm going to modify the Dragon articles on Lupin and Rakasta sub-races for use in generating them as PC's.)
Rakasta: The catfolk of Bellayne are a common sight in the Savage Coast region. While not as well liked as lupins, rakasta are still a generally accepted race. They do not have the lupin reputation for loyalty and honor, but rakasta are known for being cunning warriors and nigh undetectable sneakthieves.
Ratfolk: The Ratfolk, or Ratanna as they call themselves, are a hated and reviled race, but many cities have found them to be a necesarry evil. They can be found throughout much of the Known World, but they are rarely seen. They live primarily below larger cities, especially those with advanced drainage systems. They build their warrens in these complexes. The Ratfolk have struck bargains with some cities to keep their sewers clear of creatures and spies for the price of clean food, clothing, and the like. Most refuse to deal with the ratfolk, however, and some city leaders even go so far to send the city watch or even bands of hired adventurers to rout out the creatures. Truth be told, Ratfolk are sneaky and dangerous not by any cultural goal to subvert other races, but out of necessity. They know what their reputation is, but many warrens attempt to change that perception. Sadly, most end up having to fight it out with their neighbors, which only solidifies the prejudices against them.
Sisters of Sword: The Sisters of the Sword are members of an ancient order of warrior women devoted to the gods of Light. The order takes in orphaned or otherwise unwanted girls, usually human, elven, or half-elven, and through a series of rituals the girls are transformed into a sister. All sisters retain their skin, hair, and eye color, but their bodies are transformed into tall, athletic, and beautiful women. They are trained in combat, mostly as fighters, but some become rangers, paladins, clerics, and spellswords. Sisters of the Sword are a rare sight in the world today, many of their cloisters have fallen over the years, and their numbers have dwindled as a result.
Spellborn: Spellborn are living constructs that were created during the First War. Long thought lost, they have only recently emerged from the ruins of their masters' former empire in the Anauroch Desert to become part of the greater world. It is unknown how the spellborn attained sentience, and if their sentience is a recent development. While most appear to be as honorable as any other race, their appearance is unnerving to many, leading many spellborn to be distrusted at best and attacked as monsters at worst.
Surasti: When Avalon was at the height of power, the kingdom of Surast was at it's darkest. Like a mirror image of Avalon, Surast was as dark and depraved as Avalon was cultured and blessed. The Mage-Kings of Surast had long conspired with demonic forces to concrete and expand their power. This constant use of foul magic tainted the land and the people. The Surasti, what few there are left in scattered, isolated pockets throughout the Known World, have the look of demons. Even though they overthrew the Mage-Kings and put their lands to the cleansing flame, their bodies are forever marked as having been tainted by foul magic. Their appearance has largely relegated the Surasti to the fringes of society. Even though they are no more prone to fall to the forces of darkness, most other races think the Surasti are always on the verge of succumbing to some demonic urge.
Tortles: Tortles are a gentle race of fishermen that can be found in many warm coastal regions in the Known World. They don't have any nation of their own, and largely live under the juridiction of other kingdoms, but as long as they are able to fish and largely keep to themselves they don't mind. Tortles have been targets of raiders before, but many have learned that the seemingly slow and over-kind creautres have fire in their bellies when threatened.
Wyrmblooded: Were the Draconians are born through the sorcerous tainting of dragon eggs, the Wyrmblooded were born by the blessing of the dragons gods Bahamut and Tiamat. Wyrmblooded are dragon-like humanoids that live in remote mountain regions, usually not far from an actual dragon lair. Some wander into the realms of other races in search of trade or adventure. While the first encounters with these beings were wrought in violence and fear, many villages and towns near wyrmblooded settlements have grown accustomed to the dragonkin.
Those are the races that players will be able to play at the start of the campaign, at least for now, the list may change a bit as I get to fleshing out the setting more. Plus, further deatils will be put out the further along I get with this process.
Sunday, April 21, 2013
Fleshing Out Ideas for my S&W Setting: Races Part 1
I've mentioned a few time the setting that I'm slowly making progress on for S&W. It's using a lot of Basic D&D material, mainly the GAZ series, which to this day I still consider to be some of the best setting material ever put out for any edition of D&D. I'm also adding bits and pieces from other D&D settings like Ravenloft, Forgotten Realms, Greyhawk, and other D20 sources like Iron Kingdoms and Freeport.
Anyway, I've got a few things I'm trying to sort out as far of the history of the world and what races I'm going to allow and what their place in the world will be. This post (and likely the next two after) are going to deal with some really basic ideas behind the races in the world.
Dwarves: There are two playable races of dwarf: Mountain and Red. Mountain Dwarves are the more common variety that are found throughout the known world.
The Red Dwarves are the descendants of the lost hall of Dhar Korvon, who became shipwrights, sailors, and pirates after being taken in by a fishing village.
Elves: There are two playable varieties of elf: Drow and Wood elves. The Drow are once recently becoming part of the world. Long have they been the enemies of all that stood in their way. Xenophobic and fanatical in their devotion to their spider goddess, a "cataclysm" has sent them scurrying into the light to live among their foes. What this disaster is, is still unknown.
Wood elves are the common elves that seen throughout much of the world. Their primary nation is that of Alfheim, but there are other scattered areas where they hold sway.
Giantkin: These hulking brutes are the offspring of humans and giants. Typically found wherever giants and men come into contact, they are still very rare. Giants see them as weak and readily kill them, while humans see them as a prime example of the cruelty of the giant races. In some areas, where the giant races are not hated invaders, giantkin can find love and acceptance, but these areas are rare.
Gnomes: Gnomes are a short race that look like a curious mixture of dwarf, halfling, and elf. They are an inventive and magically-focused species. They are the chief creators of the airships that can be found traversing the skies, though rarely these days as the world has grown darker.
Goblins: A more maligned and misunderstood race you are not likely to find. Yes, they are brutish, largely uncivilized and have a long history of warring against many of the civilized races of the world alongside orcs, hobgoblins, and various other nefarious characters. Goblins however, are not vicious little monsters, but due to their small size and relative weakness are easily coerced and bullied into serving others. Their natural culture is that of gypsy-like nomads. Contrary to popular opinion, goblins are not a stupid race. They are quite inventive, and well adapted to using the refuse of other cultures to build their machines. Goblins troupes have made strides in dispelling the stereotypes among others in borderland areas, but most kingdoms still see them as a threat to be exterminated.
Next up (hopefully tomorrow): Half-breeds, Halflings, Humans, Minotaurs, Lupins, and maybe a few others.
Anyway, I've got a few things I'm trying to sort out as far of the history of the world and what races I'm going to allow and what their place in the world will be. This post (and likely the next two after) are going to deal with some really basic ideas behind the races in the world.
Playable Races
Avalonian (Aasimar): The last vestiges of an acient race that ruled the First Kingdom.
Cyclopskin: Civilized brutes that are allies of convenience with Dwarves of Rockhome.Dwarves: There are two playable races of dwarf: Mountain and Red. Mountain Dwarves are the more common variety that are found throughout the known world.
The Red Dwarves are the descendants of the lost hall of Dhar Korvon, who became shipwrights, sailors, and pirates after being taken in by a fishing village.
Elves: There are two playable varieties of elf: Drow and Wood elves. The Drow are once recently becoming part of the world. Long have they been the enemies of all that stood in their way. Xenophobic and fanatical in their devotion to their spider goddess, a "cataclysm" has sent them scurrying into the light to live among their foes. What this disaster is, is still unknown.
Wood elves are the common elves that seen throughout much of the world. Their primary nation is that of Alfheim, but there are other scattered areas where they hold sway.
Giantkin: These hulking brutes are the offspring of humans and giants. Typically found wherever giants and men come into contact, they are still very rare. Giants see them as weak and readily kill them, while humans see them as a prime example of the cruelty of the giant races. In some areas, where the giant races are not hated invaders, giantkin can find love and acceptance, but these areas are rare.
Gnomes: Gnomes are a short race that look like a curious mixture of dwarf, halfling, and elf. They are an inventive and magically-focused species. They are the chief creators of the airships that can be found traversing the skies, though rarely these days as the world has grown darker.
Goblins: A more maligned and misunderstood race you are not likely to find. Yes, they are brutish, largely uncivilized and have a long history of warring against many of the civilized races of the world alongside orcs, hobgoblins, and various other nefarious characters. Goblins however, are not vicious little monsters, but due to their small size and relative weakness are easily coerced and bullied into serving others. Their natural culture is that of gypsy-like nomads. Contrary to popular opinion, goblins are not a stupid race. They are quite inventive, and well adapted to using the refuse of other cultures to build their machines. Goblins troupes have made strides in dispelling the stereotypes among others in borderland areas, but most kingdoms still see them as a threat to be exterminated.
Next up (hopefully tomorrow): Half-breeds, Halflings, Humans, Minotaurs, Lupins, and maybe a few others.
Wednesday, April 17, 2013
A Word of Thanks
As I get ready to head home and dive into the veritable bounty of Swords & Wizardry goodness on display today, I want to give my thanks to +Matt Finch, +Erik Tenkar, the crew at +Frog God Games, and everyone else that is pitching in prizes or otherwise helped get the word out for this first (of hopefully many) Swords & Wizardry Appreciation day.
It's likely going to take me a few days to get through all the S&WAD posts, so I've got a lot to look forward to!
Thanks a bunch folks! You all are awesome!
On the Issue of Balance...
Making sure that all characters are essentially balanced with one another has been a consideration from the beginning. If early editions of D&D, this was done through differing Experience Point totals needed to level up along with the rules that casters forgetting spells once they were cast, which added an additional element of resource management to the game and therefore a bit of balancing of such character against Fighters. In later editions, a single XP table was added (with XP bonuses for playing certain race/class combinations), feats and skills were added with different progressions. It gave characters across the board more options for things to do, and the progression of special abilities being different for each class hoped to bring the idea of character balance to true fruition. Arguments on whether or not this class or that race or this feat combination and so forth still raged on just as the arguments on magic-users being the most powerful characters in later level raged in the early days of the game.
This has lead me to come to the conclusion that balance is a myth, or at least a fool’s errand.
Balance is going to come down to the players (DM included). A knowledgeable player can make a seemingly weak character sing while a player that’s not nearly as savvy can take a supposedly over-powered character and have a rough go of just keeping him/her alive. Plus, a DM who isn’t paying attention or worse yet, playing favorites, can greatly skew the game to make some character vastly more useful than others.
That’s not to say that DM’s should just let anything go. They need to be aware of the situations, of PC stats and abilities, and the ability of the players to play those characters. I remember one fight in a Night Below campaign I ran in college where a simple answer on the weather turned what should have been a very difficult battle into a cakewalk because I told a player playing a druid that the weather was drizzling and overcast. That opened the door for the player to cast Call Lightning on the river brigands which allowed the party a far easier victory than they ever would have had. The player knew his spells very well, but a couple other players started talking about either the druid or the spell being far too powerful or both. Now, once the party got into the Underdark portion of the campaign (the vast majority of the mid and upper levels of the campaign) that tune changed dramatically.
When I go about adding classes to a game, I try to keep them all on a relatively even keep power-wise. I don’t crunch a lot of numbers, just eyeball it until I feel I found the right “sweet spot.” In my experience, the lighter the rules, the easier it is to do this. I don’t know if that’s an issue of more of the rules being up to the DM to come up with on the fly, or the mentality of players coming into a game with a more open set of rules keeps their focus more on the game rather than trying to “game the game.” This largely speaks to what I was talking about in an earlier post about more rules not really equaling more enjoyment (in fact quite the opposite, especially if I’m running the game). While arguments over power and balance were/are had when talking about early editions of D&D and their OSR clones and inspired-by games, they don’t appear to be the norm. There are entire sections of many message boards devoted to later editions of D&D and their OGL offspring devoted to crunching the numbers to prove that balance has been destroyed by the addition of a race, or class, or feat, or spell. I find that to be tiresome minutiae that distracts from the real fun of the game: building a collective story, even if that story is as simple as killing things and taking their stuff.
I’ll admit that when I first got into 3rd Edition, I fell wholeheartedly into the balance trap. I had arguments with others in my group and on message boards about the effects on balance of certain aspects of the game(s). Discovering Swords & Wizardry with it’s simple and elegant design inspired by “0E” reminded me how much more fun it is to just play the damn game instead of focusing on making sure everyone’s’ character were on as level surface as possible.
This wall of text is essentially my way of pre-facing (long-windedly, sorry) some of the things I’ve added to S&W that may not seem quite so copacetic to others as I continue to post about my journey with S&W.
Elf Spells
In many games and campaign settings, elves are written to be these magical creatures, but the mechanics often fit more of a ranger than magic-user. As a inspired by Basic D&D where the elf "class" could cast spells, I decided to add in a special spell list that only elves can access. Any elf magic-user can learn any of these spells along with the normal magic-user spell list. A lot of these spells are druidic in nature, which I liked the idea of tying together elven magic with their love and stewardship of nature. Some of these spells are from Basic D&D and other sources, so some conversion may be required for home use.
Elf Spells
Level 1
Command Word
Faerie Fire
Faerie Lights
Fellowship
Locate Animals
Longstride
Precipitation
Resist Cold
Watcher
Level 2
Detect Danger
Know Alignment *
Predict Weather
Produce Flame
Purify Food and Water
Resist Fire
Silence, 15’ Radius
Warp Wood
Level 3
Call Lightning
Cure Disease
Cure Light Wounds
Heat Metal
Hold Animal
Obscuring Mist
Protection from Poison
Speak with Animals
Level 4
Animal Growth
Animal Summoning I
Enchanted Weapon
Remove Curse
Level 5
Control Winds
Dissolve
Insect Plague
Neutralize Poison
Plant Door
Protection from Lightning
Temperature Change 10 feet
Level 6
Anti-Animal Shell
Cure Serious Wounds
Pass Plant
Level 7
Create Normal Animals
Rock
Teleport Object
Transport Via Plant
Truesight
Turn Wood
Level 8
Creeping Doom
Transmute Metal to Wood
Wind Walk
Tuesday, April 16, 2013
Swords & Wizardry, or How I Fell in Back in Love with Old School
I started playing D&D with the 1981 Moldvay edition of D&D. It was borrowed from a friend's dad. I didn't have a full grasp of the rules or even what the creatures were. (I sent against my brother's heroes a horde of Halflings, for instance.) Until that point, my only "roleplaying" experience was either through video games like The Legend of Zelda or Final Fantasy, or through the classic dungeon crawler boardgame: Hero Quest. We made up a lot of things as we went along, especially when the game took us in a direction that the rules weren't clear about. At the time, in our feverish young minds, not having a rule set in stone was cause for argument and likely fighting, so it didn't take long to move to my friend's father's version of AD&D 1st edition, which had a lot more rules, and from there onto 2nd edition and to 3rd and so on. Each edition added to the rules base. Sometimes the rules made sense, other times, not so much. It wasn't until shortly after the release of 3.5 that I realized that I wasn't really having any fun. All these rules and special circumstances had become a drag on not only the game, but my desire to play it. Eventually, I wandered away from fantasy gaming in general, heading off to the fertile fields of pulp and sci-fi gaming with lighter systems that fit not only the play-style I preferred but also allowed me to focus less on the prep (prepping even mid-level games in 3.5 was a nightmarish chore) and more on enjoying the game.
Although I had left D&D several times in the past, there's something familiar about fantasy gaming that keeps me coming back. D&D especially draws me in. I've tried running other fantasy systems or multi-genre systems in a fantasy world from GURPS to Savage Worlds, none really drew me in they way that D&D's tried and true class-based system has. However, the thought of running D&D...bleh. Once I discovered the OSR games, I was being drawn in, first on a wave of nostalgia, but then I became entranced by the changes made to the classic games. Still, even though I enjoy Labyrinth Lord, OSRIC, Basic Fantasy Roleplay, it wasn't until I found Swords & Wizardry that it really struck home how awesome old school could be.
Swords & Wizardry struck the right chord between the old and the new. Support for Ascending AC first caught my eye. Then I noticed the single save. Even though the rules were based on of the little books from D&D initial beginnings, races and classes were split up. The rules were slim and left many things open to the interpretation of each individual GM. The support of the Tome of Horrors converted for use with Swords & Wizardry didn't hurt in the least either. By the time I finished reading the rules, I was hooked and new this was the fantasy game for me.
Anyone reading this blog should know that I won't leave a system unchanged. Matt Finch even supported the hacking up of the rules by releasing a text version for those of us that want to hack into the game to really make it our own. Excellent! (I've covered some of the changes I've made to S&W in the past here.) I've modified classes from various OSR sources, like Classes of the Far East for Labyrinth Lord, to add to the game. I changed races from having to roll specific benchmarks to simple bonuses and penalties to stats, and expanded the selection. I added in skills like those found in the D&D Rules Cyclopedia. Elven magic-users have additional spells they can choose spells from in addition to the normal magic-user list (a carry over from Basic D&D, but one that reinforced the supposed Elven tie to magic that never seems to be very evident in the rules). Spells that were easily converted from various Basic, 1st, and 2nd edition sources were added to the lists. I've bloated the rulebook, but didn't add many rules, that's the great thing.
Swords & Wizardry has given me what I've wanted, one that is inspired by the old, but takes mods from the new; a system that's written very much with the idea that the system will be tore into and made into a wholly new beast.
Enough pumping up S&W. My next post will start to outline the setting I'll be working on as a semi-regular feature along with my sci-fi setting and (hopefully) the MSH setting to boot. (Yes, I am that much of a glutton for punishment, and no I really don't have all that much free time.)
Swords & Wizardry Appreciation Day sale Tomorrow!
The other day I mentioned that Frog God Games is going to have a 25% off sale on S&W products in honor of the first Swords & Wizardry Appreciation Day. Well, that's tomorrow, but I have the code that you need if you want to take advantage of the sale: SWApprDay.
Plus, if you go to the D20srd.com shop, use this code to get 25% off S&W products (listed in the link below) there: SWAD252013
It applies to everything listed here: http://shop.d20pfsrd. com/collections/swords- wizardry-appreciation-day
Enjoy!
Sword & Wizardry Appreciation Day Tomorrow
I'm looking forward to Swords & Wizardry Appreciation Day tomorrow. It'll be interesting to see all the different things that bloggers all over are using the S&W rules.
I hope to get a chance tonight to really work on what I'm going to post tomorrow. It may very well be a multi-post day as different things come to mind. I'll likley go into further detail of what I've done to make S&W my ultimate version of D&D-style gaming for starters and then we'll see from there.
It promises to be a very interesting day in the blogosphere!
I hope to get a chance tonight to really work on what I'm going to post tomorrow. It may very well be a multi-post day as different things come to mind. I'll likley go into further detail of what I've done to make S&W my ultimate version of D&D-style gaming for starters and then we'll see from there.
It promises to be a very interesting day in the blogosphere!
Friday, April 12, 2013
Knockspell is Coming Back!
+Matt Finch posted on his blog today that he's going to bring back the excellent OSR magazine, Knockspell! Seriously, this is great news. Knockspell was always a great source of inspiration for my games, be they in Swords & Wizardry, Labyrinth Lord, Rules Cyclopedia, or whatever else.
(Read the post here.)
(Read the post here.)
Another reason to look forward to Swords & Wizardry Appreciation Day...
Rachel Ventura from Frog God Games sent out an email yesterday to bloggers that are going to be patricipating in the upcoming Swords & Wizardry Appreciation Day with some pretty sweet news:
"Hello bloggers!
First, thank you first for being a fan of Swords & Wizardry! Secondly, your support and participation in the Appreciation Day is very much appreciated. We would like to ask you each to announce to all your readers that we will be offering a 1 day only 25% off Swords & Wizardry sale. The coupon and information is optional to post on your blog of course: Frog God Games (http://www.talesofthefroggod.
Thank you again for participating and a special thank you to Erik for organizing."
So not only will next Wednesday promise a vertiable smorgasbord of S&W goodness, but you can get a discount on any Frog God Games S&W products also!
It's rare that I so brazenly advertize for a company as opposed to just looking at specific products, but Frog God Games has been putting out nothing but gaming gold. Their solid support of S&W (I'm seriously jonesing for the S&W version of Razor Coast) with great material has put them high on my "must watch and will likely buy" list.
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