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DEEP SPACE - A SIMPLE SPACE ADVENTURE TTRPG
Publisher: Farsight Games
by Jon S. [Verified Purchaser]
Date Added: 08/13/2023 08:40:38

"Blast across the stars and explore the universe in this simple, rules light roleplaying game" So says the introduction to Deep Space by Jonathan Hicks just released by Farsight games and available on drivethru rpg now. Deep Space certainly is light, coming in at four A4/Letter sized pages but it isn't lacking in the basics any competent referee would need to play a fun Travelleresque rpg.

It's a d12 based game (although the d12 is used to create other ranges from d2 to d6) with a very straightforward and sensible character generation system in which all characters have the same skill set, but the players get to balance these at different levels of skill to match their vision for their space hero. There's a unified resolution mechanic so that players can be off and running without recourse to looking at the rules pretty quickly. Weapons, armour and general equipment is kept very limited and general but the referee and players can very easily add to this as the examples given act as archetypes.

I like the way the author deals with NPCs. These too are archetypes and given ranks to describe their abilities from Standard to Elite: need a Red Shirt? He's a Standard, need his Lieutenant? He's Trained. Simple and effective. Another innovative concept designed to get things done quickly is the idea that creatures, vehicles and spaceships all get meaner as they get bigger. In this universe, the bigger it is, the more respect you give it! Spaceship combat is dealth with in a similar way to personal combat... just make sure you have someone in your party who has chosen to have a high rating in Pilot Starship skill!

There's even room on these packed pages for a set of star stytem/planet generation tables and then notes on adventures and the general game background. It's a neat little package and there are several adventures published already (which have amazing cover art to them by the way... Check them out). My only quibble... and this is very personal, my eyes don't get on well with white text on a black background, which is how Deep Space is presented. I don't know how easy it would be to produce a version on a white page but this would suit me better and also would be easier on my printer when I run off copies for players. I'm looking forward to getting some of the adventures. I recommend this game, take a look.



Rating:
[5 of 5 Stars!]
DEEP SPACE - A SIMPLE SPACE ADVENTURE TTRPG
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Creator Reply:
Hi Jon - thanks for the review! Just FYI, I am working on printer-friendly black-on-white versions to be put with the existing versions. Thanks for the feedback!
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Mydwandr
Publisher: Olde House Rules
by Jon S. [Verified Purchaser]
Date Added: 08/11/2023 14:34:16

Mydwandr is complete game and setting from Old House Rules. It's 60 pages or so and calls itself Rules-Light. Here we have the bejewelled fruit of authors James and Robyn George's continued exploration into the art of the perfect small role playing game. We gamers are nearly all searching for our favourite game, that one that has it all. Of course it can't exist. But if you were ever to be stuck on that desert island, Mydwandr might just be the game that would see you through. All you really need is here: straightforward rules of play with a highly unified mechanic, magic, monsters, treasure as you'd expect. But what you might not expect in a slim volume such as this is the backbone of a setting: the world of Mydwandr. The detail is light but sufficient, clues to set a referee's mind racing but enough to get going pretty quickly. Things I really like? The two and three dice mechanic (Doubles and Trebles as they are called in the game), the 'monsters' are called Hazards and include tricks, traps, extreme weather events and so forth. The magic system is free form- imagine what your character wants to do, roll the dice and see... The Magician's Hat magic item is like a Bag of Holding from DnD, but on your yead and I can't wait to use some Singing Bones! There are walking forests called Woodwandrs, which follow migratory paths around the world across the seasons. There's lots packed in here. So, go and wander around Mydwandr, take a coastal path of Cornyth, enjoy some of the famous beers of Hafandr, but for goodness sake- don't drink a Skyfire potion!



Rating:
[5 of 5 Stars!]
Mydwandr
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Spellzard
Publisher: Experimental Playground
by Jon S. [Verified Purchaser]
Date Added: 06/13/2023 03:09:04

Spellzard by Robertson Sondoh jr, is a new rules light fantasy rpg clone from small game publisher, Experimental Playground. It is a retro-clone of the rules behind the Fighting Fantasy gamebooks of the 1980s. Fans of those books may  remember 'Fighting Fantasy: The Introductory Roleplaying Game' by Steve Jackson. This was an attempt to make the gamebook rules into a 'proper' rpg. Later came 'Dungeoneer! Advanced Fighting Fantasy' and later still, the 2e of AFF. Spellzard fits in between the first two of these books mechanically... plus some new twists borrowed from games like The Black Hack.
Spellzard is just 27 pages long as a pdf and is designed to carry the feel of classic British rpgs and yet be easy to add in your own flavour, setting and so on.
Character building is simple and quick with Stamina and Luck stats exactly as in Fighting Fantasy (I'm not sure how close to the wind the author is sailing here copyright-wise). The difference comes with the Skill ability and system (just as it does in Troika at the same point). In Spellzard, players choose their own Skill score from a short list of Skill Score vs No. of Special Skills or Spells you want your character to have. There are 35 spells and 11 special skills to choose from. No starting character will have more than three special skills or two spells max and it is possible to have both. The spell system contains a very Troika-like fumble effects table. Although spell casters may individually not have many different spells to choose from, like Tunnels & Trolls or The Fantasy Trip, if you have enough Stamina, you can keep on blasting goblins till the cows come home.
Skill resolution is either Skill plus throw (2d6 of course) +modifiers =14 or more for success
or
roll 2d6 to be equal or lower than current modified skill score.
Players can always opt to use Luck instead if they don't have a suitable special skill.
Combat looks a little different to the classic FF. In the original game, weapons all did the same (rather meagre) set damage. Here, weapons are more like in BX DnD and have variable damage. Armour worn reduces damage suffered when hit by varying amounts depending on your armour type.
There are rules for equipment use and encumbrance which borrow from games like Troika and The Black Hack with Inventory Slots and consumables being lumped together in an abstract fashion.
There is a small menagerie of monsters at the back of the book with enough to get you going and also to be able to improvise new ones. Also a page on advancement for your heroes (assuming they survive).
There are no lists of suggested treasures (although a rudimentary monetary system is hinted at in the cost, or value, of weapons and armour) and no magic items. The designer is writing for folks who can cobble this kind of thing together easily enough.
All in all I really like this attempt to find the sweetspot in the FF-AFF family. Any FF fan could pick this up and start having great fun within 20 minutes.



Rating:
[5 of 5 Stars!]
Spellzard
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Uprising at Buzzard's Gulch
Publisher: Peryton Publishing
by Jon S. [Verified Purchaser]
Date Added: 03/22/2021 12:34:10

Here's something new! There have been a few campaign settings for the Tunnels & Trolls suite of games, but not many. What makes this one stand out is not simply because it has added to the pool but because it is usable with- nay, designed specifically to go with, the Monsters! Monsters! variant of T&T. That makes it a very rare beast indeed.

Uprising at Buzzard's Gulch Monster Rez (Rez, as in Reservation) is a setting guide and adventure seed set in a world (or part of Trollworld?) where humans and monsters live side by side- providing the monsters go back to the Reservation come nighttime. The title uses language redolent of the Wild West and this puts you right into the zone for this setting. But as we are playing Monsters! Monsters! here an the player-characters are supposed to be the bad guys, does that make the humans the goodies? Well, nope. The humans have, afterall herded up the monsters and put them in a reservation, and are exploiting them for their own gain. And now it seems, the monsters have had enough!

So what do you get for your money? Author, Thessaly Chance Tracy and publisher, Peryton Games give you a 93 page setting, nicely illustrated (the cover by Simon Lee Tranter is great), edited by the Troll Godfather himself and a minion called Monkey. The action is set on an island and can therefore be smuggled into most campaigns. There are maps, npcs a plenty, descriptions of places of note, the High City of Hylax, villages of The Rez, bars, brothels, revolting swampy areas that humans will hate but monsters (some of them) will enjoy. There are lists of foodstuffs, potions, diseases, random encounters, tribes of goblins and quite a few wicked and devious humans. As you'd expect there's a little history too. But there's more: new spells, new monsters, new kin and some extra rules for the Monsters! Monsters! game including monster talents and motivations.

The tone of the whole thing is as whimsical as one might expect for a T&T product and with an undercurrent of darkness. You get the feeling this town is gonna blow! There are some really noteble NPCs too. My favourites are Grimlar Steele, a mechanical monster who lives at the castle and Granny Grisstletit, a Madam, business woman of repute and potion brewer on the side.

There's a lot packed into these pages and yet the author hasn't fallen into the trap, as some campaign settings do, of getting bogged down in too much detail and history. Each place is described with brevity. Giving the GM easily enough to go on but at the same time, plenty of room for his/her own take on things. Altogether, a really nice package and a great addition to the Monsters! Monsters! and Tunnels & Trolls universe.



Rating:
[5 of 5 Stars!]
Uprising at Buzzard's Gulch
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The Majestic Fantasy RPG, Basic Rules
Publisher: Bat in the Attic Games
by Jon S. [Verified Purchaser]
Date Added: 01/16/2021 10:43:12

Taking a lead from earlier starter editions such the Black Box edition of D&D, which takes characters up through levels 1 to 5, The Majestic Fantasy Basic Rules, gives a full rules set to enable the players and referee to run complete and detailed campaigns whilst leaving room for higher level play later. The rules are ultimately based on Original Dungeons and Dragons and are compatible with most, if not all, clones thereof. Matt Finch's Swords and Wizardry is mentioned specifically on the cover and indeed the book describes itself as a supplement to S&W. But make no mistake, this is a complete game on it's own. But thus is not just another clone. Here, there are refinements and differences which show how Rob has modernised his rules as time and fashions tend to do. For instance, the classic six ability scores (here called Attributes) range from 3 to 23 although the normal human range is still 3-18. First level PCs get max hit points and starting cash is modified by Charisma (nice touch). In this volume we have the classic four main classes but with hints that in the Advanced(?) rules or in campaign supplements, there are more to come. For instance, although Rogue is a class, we are only presented here with the "Burglar" variant and the Cleric here is a "Cleric of Delaquain": presumably there are more cleric sects out there, each with their own specialisms and possibly, spells? (Indeed in his notes for the Kick Starter, Robert has more than hinted at this and there is another 'sect' detailed in the NPC section of the book). We have the four classic races plus Half-Elves. Here is a nod to more modern versions of the game: players of any background (race) can play any class. However, not all professions will be the best choice for each background. Hints at extra backgrounds can be found later in the book by looking at the notes on the cultures of non-human npcs. Look out for orcs, goblins and lizardmen backgrounds in future at least! Old school roots show themselves here- the backgrounds are not balanced, and are not intended to be. Elves in particular are designed to be somethin' else: "created as the shining examples of the potential of life" they are immortal beings, immune to disease and healing twice as fast as other humanoids. And now we come to more modern twists on the old school warhorse rules: abilities. In this game abilities are not your rolled attributes but a skill system used alongside attribute tests, using a d20 roll. This version of the skill system has but twenty two abilities (although several of these are multi-faceted) ranging from Athletics to Intimidation, Survival to Haggling. These abilities help define or sharpen your character's chosen class. The system is simple and straightforward with one target number. Advantage and disadvantage are handled much like in D&D5e, and there are simple rules on levels or degrees of success/failure. The whole abilities section is only nine pages and feels light and streamlined (so OSR stick-in-the-muds like me don't need to get the heebie-geebies!) Similarly lightweight, but nevertheless there, if you want them, are the combat stunts and tricksie moves that are common in the modern game. Rules for grappling, swapping weapons, dual wielding etc are also present and concisely written. Character's attribute scores can affect surprise, initiative, ranged fire, melee efficiency and more. This has the effect of giving the classes more options which might otherwise 'belong' to different classes. This also means for example the Fighters in this game are beefed up compared with the original game, gaining extra attacks and with more hit points. Being a human fighter in these rules is not a default if your attribute rolls didn't come out too well. Players will actively choose to play one! The spell casting system has a few extra twists too. Although spells are divided into Arcane and Divine magic, both Magic Users and Clerics need to have spell books to revise from. Both types of spell caster can also perform Ritual magic using their spell/prayer books and the right components etc. This enables spells to be cast without memorising them first. Scrolls therefore take on an extra dimension in the Majestic Fantasy RPG as they can take the place of spell books too precious to take adventuring. Be warned... some creatures in these lands have levels of magical immunity. This extra level of defense is used alongside a standard saving throw. This ability combined with the need to know how many hit dice your enemies might have (for fighters multi targetting purposes) means that players will need to get to know their monstrous enemies in a bit more detail than in other games. Rob justifies this by pointing out that hunters or warriors get a feel for the relative strengths and skills of their opponents as they gain experience with/of them. The final twist I want to mention is one which readers/users of the Blackmarsh setting will have come across before. The mysterious substance called "Viz". This is best described as an element of pure magic. A little like The Force in Star Wars, it suffuses everything, or perhaps more accurately- might suffuse anything. In the Blackmarsh setting it is suggested that Viz came to the world via a meteor or comet strike and became spread around the land and buried deep within it. You can actually dig it up or mine it I suppose. That isn't discussed here. But it's effects are. Viz essentially boosts magic in certain ways the most obvious is that a magic user can physically use up Viz whilst casting a spell and in doing so, the spell is not wiped from his memory. Very handy. Very expensive. Many of you will have seen the author's Bat in the Attic website and blog. A place stuffed with excellent advice on running campaigns. Rob has cherry picked some choice morsels from there and included them here in the Basic Rules. It's worth saying here something about Rob's philosophy when putting these rules together. He describes the rules as a toolbox for 'kitbashing'. Customisation to you and me. Yes, that's right, the author of the game explicitly states he wants you tear his game up and use it how you will. I can see how lots of things in the book, and especially the advice sections, can be used this way. I could easily swipe the entire Abilities section and stitch it seemlessly into Epées & Sorcellerie for example. However, I'm not sure how well you could run the rules without, say, Viz. But I'm saying that without having played it. All of the classic monsters are here, lots of treasure (including treasure assortment tables) and magical items. There are some excellent sections on NPCs and information on demi-human and goblinoid types etc which gives you scope to put together detailed tribes of goblins for example, complete with their warrior bosses, sages, shamans and so on. There ready made guards, NPC parties, the local witch, all sorts of good stuff. The book is rounded off with helpful collections of tables and quick reference guides, combat tables and so forth. Lots of which are also available as free downloads. The artwork is plentiful without getting in the way. All of it good to excellent. The cover work by Richard Luschek is especially good. There are lots more lovely little touches I could tell you about- such as rules for using your trusty staff as a vaulting pole! Rob really has done an amazing job fitting all of this into one book. I went for the hardback because that's what I like but it's available in paperback and as a pdf... so what are you waiting for?



Rating:
[5 of 5 Stars!]
The Majestic Fantasy RPG, Basic Rules
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Creator Reply:
Appreciate that you took the time to write this and thanks for the compliments.
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Polyhedral Dungeon
Publisher: InfiniBadger Press
by Jon S. [Verified Purchaser]
Date Added: 09/09/2020 15:49:37

One of my favourite ultra rules light rpgs is the tiny (and free) Dungeon Squad by Jason Morningstar (designer of Fiasco). This was the game that introduced many of us to the concept of using the different types of dice to represent relative strengths of characters, spells and equipment. There have been published, dozens of variants on Jason's game. And many unpublished takes on it too I should think (I've made a fair few myself). More recently a similar phenomenon has happened with David Black's Black Hack with many, many variations on the basic game being produced.
Then came Jason Paul McCartan at Infinibadger with a mashup of concepts from both games, with his take on Classic D&D called The Polyhedral Dungeon. Being a fan of both Dungeon Squad and The Black Hack, I guess I was predisposed to like this game. In fact, I liked it so much I had a nice easy read A4 hardback printed!
So what do you get? The character creation system is based on four abilities: Body, Mind, Soul and Social, to which you attach a dice type (d4,6,8,10 or 12). Hit points, skill rolls, saving throws, levelling up, everything is then run from this. There are your usual suspects for a classic D&D game in terms of class (yes Dwarves, Elves and Halflings are classes). McCartan manages to pack a surprisingly large number of rules and guidelines for play into only 42 pages, including some very nice little touches including rules for wear and tear on your equipment, cover and concealment (light and sound levels in the dungeon are a big thing), there's dual wielding, forcing yourself to do more actions in a round, explosions, consumables and buying naff or second hand gear. The classes each have their own skills and talents which include the magic system. There aren't that many spells but many have up to five levels of complexity and power. The rule book as it stands is a little light on treasure and magic items. But that's not a problem for a DM these days. The monster list is just that, a list of Stats without descriptions. But as this is a classic D&D genre game, we all know what a Troglodyte looks like and I think we can guess what a spell casting Eye Horror is.
The book is very well laid out, clear and contains a reasonable sprinkling of nice pieces of artwork by Wiilian McAusland and others.



Rating:
[5 of 5 Stars!]
Polyhedral Dungeon
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Gangbusters B/X version
Publisher: Mark Hunt
by Jon S. [Verified Purchaser]
Date Added: 11/03/2019 04:59:15

A fantastic product that will bring many more players into Pulp gaming I'm sure. Straightforward yet thorough, anyone used to B/X or old school games can get going right out of the box. And players of newer games will find this easy to pick up.



Rating:
[5 of 5 Stars!]
Gangbusters B/X version
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Dungeon Gits
Publisher: Trollish Delver Games
by Jon S. [Verified Purchaser]
Date Added: 11/02/2019 17:53:03

ThisisanothergreatlittleganefromScott creatinglittlecharactersisaddictive



Rating:
[5 of 5 Stars!]
Dungeon Gits
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Cepheus: Faster Than Light!
Publisher: Stellagama Publishing
by Jon S. [Verified Purchaser]
Date Added: 02/02/2019 21:22:32

As I'm sure most people reading this will know, Cepheus Light is a simplified version of the Cepheus Engine sci fi rpg, based on the classic Three Black Booklets of the first well known space based rpg. This Faster Than Light version contains the basic rules for character creation, mustering out and benefits, equipment and the money system including weapons. Rules for ground, air and spaceship movement and combat. There are example ships with stats. As such, it's not the whole game. But it doesn't claim to be and wasn't designed to be. So, how useful is it? The answer is, very useful, within it's scope. It is clearly written, concise and for someone who knows their way around an rpg, sensibly laid out. How would you use it? I can see two main uses straight away: firstly as a quick reference book for referee and players at the table. You could even give copies to the players before the game if they've not played before. Secondly, if you as a referee are familiar with the genre and are happy to create your own material, you don't need pages and pages on world building or detailed table top spaceship combat rules. You could hack these up yourself. Or, with relative ease you could use source books from other games to give you campaign material. One would only need to adjust the money system and assign equivalent tech levels to do this. In fact, that's probably what I will do for a few games and see how it goes. I gave it five stars because anything else would be churlish. If I do have a quibble, it's only with the lack of artwork. But then, thinking of the game's ancestors, those little black books where just a wall of text weren't they?



Rating:
[5 of 5 Stars!]
Cepheus: Faster Than Light!
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The Black Bestiary for The Black Hack Second Edition
Publisher: Cross Planes Game Studio
by Jon S. [Verified Purchaser]
Date Added: 10/23/2018 04:58:44

This is a handy little book and good to have at hand whilst creating adventures or for on the fly games mastering. Nicely laid out and as clear as the rules system it is supporting. There are some lovely monsters here, set out three or so to a page and organised thematically (Aliens, wierd creatures, fliers etc). Great to see touches from TBH2 like the inclusion of items you're likely to find on each creature. My favourite were the aliens and the Waspmen. Good stuff and cheap as chips.



Rating:
[5 of 5 Stars!]
The Black Bestiary for The Black Hack Second Edition
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B/X Essentials: Adventures and Treasures
Publisher: Necrotic Gnome
by Jon S. [Verified Purchaser]
Date Added: 09/19/2018 13:33:40

This is the fifth and final book in the B/X essentials set of classic d&d rewrites by Gavin Norman and what a gem it is! As with the rest of the series, the layout is designed to be clear and consise, a retelling of the original B/X rules in a vastly superior order, one that puts all the DM needs in the right places and wherever possible, across double page spreads of linked material. This last book covers all the practical adventuring rules for the DM to build wilderless, city, town and dungeon. As in previous books, excellent artwork enhances the reading experience without overwhelming the piece. I can't give it more than five stars, but I would if I could.



Rating:
[5 of 5 Stars!]
B/X Essentials: Adventures and Treasures
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Knave
Publisher: Questing Beast Games
by Jon S. [Verified Purchaser]
Date Added: 09/01/2018 12:37:32

When I saw author Ben Milton's g+ posting about his game I was intrigued and so spent a small fraction of my treasure hoard on this gem. And that is what it is! Having only just downloaded and read the game I’ve not played it yet, but reading it through I can see it is stuffed with smart and simple ideas. Some parts of the game borrow concepts from other ultra rules light games (Black Hack: simplicity and boiling things down to common sense solutions, Maze Rats: great random tables) and some features from bigger games (Torchbearer: value of resource management, Tunnels and Trolls: degradation of armour) and some are unique. But it reads as if it hangs together really well and could easily be used to build your own version of the game. Knave has been designed to be used straight with OSR resources and it looks like almost all monsters and magic items could be used with very little hacking or conversion needed. Excellent stuff Ben. I hope and expect this will build quite a dedicated little following!

Buy it folks!



Rating:
[5 of 5 Stars!]
Knave
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Granite County Locales Golden Aeries
Publisher: CCortrightProductions
by Jon S. [Verified Purchaser]
Date Added: 07/10/2018 12:47:02

This is a small but bright and shiny little supplement for the excellent Swords and Six Siders rpg which describes a new avian race and provides a story seed and brief setting to fire your imagination. The author, Christopher Cortright, has managed to create an evocative addition to any Old School rpg and I for one, was right there, soaring through endless blue skies whilst I read this. The only reason I haven't given it a five is that I think I would like to have seen a map included. But perhaps I've missed something somewhere. For a few pennies, you'll get inspiration and something a little off the beaten track. Go for it!



Rating:
[4 of 5 Stars!]
Granite County Locales Golden Aeries
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B/X Essentials: Monsters
Publisher: Necrotic Gnome
by Jon S. [Verified Purchaser]
Date Added: 07/02/2018 11:25:18

This is book four, of five, in Gavin Norman's B/X Essentials series and it marks something of a milestone in that (although the Adventures and Treasures is yet to come) one could easily use the system to play games without resorting to any other B/X book or clone. Of course, that's been sort if true for any of these books so far, it's a modular and inter compatible system afterall. But now, things are really falling into place.

This book is a sort of compact Monster Manual for all B/X games. Gavin has re invented the humble Stat box so that almost everything you need is right there, in each and every monster entry: number appearing, treasure types in underworld, wilderness and lair. THAC0 is part of the Stat block also. The whole book is very well illustrated, which breaks up the text skillfully and the front cover is a wonder to behold!

The pdf is ridiculously cheap and I can almost guarantee that you'll also want to buy a physical copy when that becomes available in a little while.

Once again, Gavin has made excellent use of collaberators in the community, especially those in the B/X Essentials g+ community ongoogle plus.

I cannot recommend this book, and the entire series, enough. Go on, buy it. Your're worth it!



Rating:
[5 of 5 Stars!]
B/X Essentials: Monsters
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Untold Adventures [Swords & Wizardry]
Publisher: Gallant Knight Games
by Jon S. [Verified Purchaser]
Date Added: 07/01/2018 17:23:08

So, what is this? It's a retelling of Swords and Wizardry White Box. It's a complete game in itself. It's pared down into 88 pages but comprehensive in it's coverage of spells, monsters and magical items. It is straightforward and easy to grasp for any role player (especially one who already knows 'The Game'). It wouldn't be especially easy for a newbie however, it's not designed like that. I can't see it being used in the same way that Swords and Wizardry Continual Light might be used, to introduce new players and by handing out a copy of the game. I can see it being used as one-off game system or a quick on the fly game where experienced players want a little more content than S&W Continual Light. I can also see it's usefulness as a resource to swap things in and out of. For example, you could easily swap out the magic items lists and descriptions for use in another game, I can already see myself using this book as the monster lists for my SWCL game. With only a little work you could use these rules to create your own Sword and Sorcery game or Sword and Planet game. In fact, I suspect that's how this system will end up being most useful for, as a hack base for bespoke games. So, what's different/new? As I said, a lot is pared down and simplified. There are two classes: Swordsmen and Spellcasters. Weapons and armour are abstracted to light, medium, heavy etc. The spell list is a mix of magic user and cleric spells and Turning the Undead is a first level spell which scales up in power as the Spellcaster goes up in levels. The claasic races are still there, ascending and descending Armour Class likewise. There are some interesting new rules for character equipment which borrow in spirit from the Black Hack and Henchmen and Hirelings are boiled down (not literally) into rules on 'Assistants'. The spell descriptions are neat and straightforward and will be familiar to anyone who knows Swords and Wizardry and similar retro clones. A few pages of advice on creating adventures, some notes on things like light and time etc round off the game. Worth mentioning here is a section of refereeing and suggestions about how to solve disputes or resolve situations for which there are no rules. Overall, this is a very interesting 'experiment' as author James Spahn himself is happy to call it. Go ahead, it's only a few pennies after all, see what experiments you can make with it.



Rating:
[5 of 5 Stars!]
Untold Adventures [Swords & Wizardry]
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