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 AuthorTopic: Core Rulebook Launches (Read 1,113 times)
mythmere
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 Core Rulebook Launches
« Thread Started on Oct 15, 2008, 4:55pm »

I just realized I can post this in general, so I'm posting it there, too.


[image]
Here is where to download the free pdf: Download Swords & Wizardry
Here is the Swords & Wizardry Home page, which accesses the forums as well as the game's supporting products (including the .doc version for cutting and pasting house rules): http://www.swordsandwizardry.com
The print version is available through Lulu at Swords & Wizardry Storefront

As a lot of you know, Swords & Wizardry is a retro-clone of 0E, although it's not as tight as OSRIC is with 1E. The main differences are that there is only one class of saving throw, the initiative system (there's not one in 0E) is rudimentary (since everyone had to house rule this or use the CM rules, I just used a least common denominator) and the XP bonuses are constructed differently (but with similar results) - for legal reasons. These core rules are a mix of the White Box classes (only), the GH system of hit dice and variable damage by weapon, and spells from across the supplements.

In addition to the normal reasons for creating a retro clone (organized/beginner-accessible rules, shared brand name, preservation of rules in free format), Swords & Wizardry is a project to re-initiate the "hobbyist" approach to OOP gaming, the idea that you can tinker from the ground up and make the rules fit any sort of fantasy you want. Too many gamers (and this is not limited to modern gamers, I have seen it on OOP sites as well) approach games like consumers. If it's not in the rules, it's not in the game; if it doesn't fit into the rules, it's not in the game; if the rules aren't completely specific, they're bad rules - you see what I mean by this mindset. But games used to be approached with the ASSUMPTION that the GM and players were going to hack them apart and make them fit the desired effect. The same way we'd take rules for Napoleonic wargaming and tweak them into rules for Space Marines or 52mm green plastic army men.

I have spend an enormous amount of time over the last 6 months or so preparing the rulebooks (with especial thanks to Red Priest, Finarvyn, Philotomy Jurament, and Jerry Mapes) and building up a body of supplemental resources such as new spells, city encounters, etc). The intro module is just around the corner, and an expanded monster book for 0E is getting close to being done. My goal here is to assure those who want to be playing a living game that 0E is once again a living game supported by an active publisher.

Knockspell Magazine will also launch - James Maliszewski is the editor - in due time. Most of the real work on the magazine has proceeded slowly so far, since the rules weren't up yet. Knockspell will cover all OGL fantasy retro-clones for which we receive permission to use the game's name, and by extension it will be a magazine for 0E, 1E, and Holmes/Moldvay Basic.

I invite anyone to the project's forums at http://swordsandwizardry.com/forum/ who would like to check in and find out more information.
« Last Edit: Oct 15, 2008, 4:56pm by mythmere »Link to Post - Back to Top  IP: Logged

apeloverage
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 Re: Core Rulebook Launches
« Reply #1 on Oct 17, 2008, 7:19pm »

I like the monster tables.

Could I suggest rolling (for example) a d4: 1 means use the table for the level minus 1, 4 means use the table for the level plus 1.
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 Re: Core Rulebook Launches
« Reply #2 on Oct 18, 2008, 12:43pm »

I noticed something of an oddity when picking spells for a high-level adversary:

Feeblemind (Arcane)
Level 5
Range: 240ft
Duration: Permanent until dispelled
Feeblemind is a spell that affects only magic-users. The saving throw against the spell is made at a -4 penalty, and if the saving throw fails, the targeted magic-user becomes feebleminded until the magic is dispelled.


What is the Feeblemind effect though?
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 Re: Core Rulebook Launches
« Reply #3 on Oct 18, 2008, 10:35pm »

Also, the section on halflings (in the pdf) still states that the monster section "noted" some detail (I forget what), when the monster section is actually presented later on, making the past tense inappropriate.
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mythmere
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 Re: Core Rulebook Launches
« Reply #4 on Oct 19, 2008, 10:19am »


Oct 18, 2008, 12:43pm, Arminath wrote:
I noticed something of an oddity when picking spells for a high-level adversary:

Feeblemind (Arcane)
Level 5
Range: 240ft
Duration: Permanent until dispelled
Feeblemind is a spell that affects only magic-users. The saving throw against the spell is made at a -4 penalty, and if the saving throw fails, the targeted magic-user becomes feebleminded until the magic is dispelled.


What is the Feeblemind effect though?


He becomes feebleminded. It's one of those opne-to-interpretation things. Intelligence 1? Mere inability to do intelligent things? It's up to the GM and players how to interpret a spell that simply called for feeble-mindedness.
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 Re: Core Rulebook Launches
« Reply #5 on Oct 22, 2008, 8:34am »


Oct 19, 2008, 10:19am, mythmere wrote:
He becomes feebleminded. It's one of those opne-to-interpretation things. Intelligence 1? Mere inability to do intelligent things? It's up to the GM and players how to interpret a spell that simply called for feeble-mindedness.

The original spell description in Volume 1 is similarly vague, so it's very much in keeping with OD&D in this respect.
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sham
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 Re: Core Rulebook Launches
« Reply #6 on Oct 22, 2008, 8:51am »

Received my print copy from Lulu yesterday. It's great! I just wanted to add that I really appreciate all of the work that Mythmere and his crew put into making this game possible.

I am looking forward to future supplements and rules for S&W.

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 Re: Core Rulebook Launches
« Reply #7 on Oct 24, 2008, 11:52am »

I have read the pdf in full now. I'd begun doing so with an earlier draft a few months ago, but the font was hurting my astigmatized sights. Now that it is clear and legible, I have very much enjoyed reading this. Very nicely done, Mr. Finch.
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mythmere
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 Re: Core Rulebook Launches
« Reply #8 on Oct 24, 2008, 8:06pm »


Oct 24, 2008, 11:52am, Ghul wrote:
I have read the pdf in full now. I'd begun doing so with an earlier draft a few months ago, but the font was hurting my astigmatized sights. Now that it is clear and legible, I have very much enjoyed reading this. Very nicely done, Mr. Finch.


You weren't the only person to have trouble with the first font I used: a significant number of people said it made their eyes swim.
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danproctor
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 Re: Core Rulebook Launches
« Reply #9 on Oct 26, 2008, 11:38pm »

Just a quick question, is the core rulebook text file up to date on any edits in the PDF?
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 Re: Core Rulebook Launches
« Reply #10 on Oct 27, 2008, 7:17am »


Oct 26, 2008, 11:38pm, danproctor wrote:
Just a quick question, is the core rulebook text file up to date on any edits in the PDF?


The only difference is that the equipment tables are slightly different. I put in some transportation equipment into the .doc, and was a bit more constrained with the equipment table in the pdf. Otherwise, the two should be identical.
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 Re: Core Rulebook Launches
« Reply #11 on Oct 30, 2008, 5:05pm »

I've said it a few times elsewhere, but it bears repeating: that cover is beautiful!
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mythmere
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 Re: Core Rulebook Launches
« Reply #12 on Oct 31, 2008, 10:19am »


Oct 17, 2008, 7:19pm, apeloverage wrote:
I like the monster tables.

Could I suggest rolling (for example) a d4: 1 means use the table for the level minus 1, 4 means use the table for the level plus 1.


I thought about doing that, and decided (for good or ill) that the difficulty spread for each level was large enough (you're already rolling a randomized number of monsters into the encounter).

I think generally if a GM is going to place something REALLY powerful then it would tend to be a tailored encounter. Which was the reason for making the call in the way I did.
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 Re: Core Rulebook Launches
« Reply #13 on Nov 2, 2008, 11:02pm »

Pete Mullen is a treasure! His style is at once distinctive and reminiscent of Erol Otus. The evocation of weird adventure is spot on.

I know that illustrations matter more to many others than they do to me in conveying a game's appeal. Work of this caliber should help in presenting "old-school" gaming to a new generation of potential players.

A variety of artists with such strong and confident personal touches seems to me more desirable than a "house" style. With S&W, Fight On! and Knockspell, there's sure to be plenty of demand for work that "gets" the spirit of the game.

Who better than artists who happen to be gamers? If there's not a clarion call at Dragonsfoot, then there ought to be.
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