|
Post by cadriel on Aug 30, 2010 11:56:28 GMT -6
The only big issue I have with S&W is the way it's presented as if it were a clone of OD&D, because it's a lot less like the LBBs than even Labyrinth Lord is and LL is explicitly intended as a clone of B/X, which is several years and iterations removed from the LBBs. This is spot-on accurate: Swords & Wizardry is a decent little game as games inspired by OD&D go. It is NOT OD&D, not even a clone in the sense of Labyrinth Lord or OSRIC. Yet it is mis-labelled as an OD&D clone, and people play it thinking they're playing OD&D. Unfortunately its creators have perpetuated this misunderstanding and the game has an undeserved reputation as being "more or less" OD&D. People interested in OD&D play S&W and form impressions based on that. And that's not quite right. For me, this is something of a sore point, as I was expecting a real clone on the caliber of Labyrinth Lord. I found somebody else's idiosyncratic game based on OD&D, which changed things in ways that went against my own tastes - the lack of the dungeon rules, which I see as a core part of D&D as I like to run it, was the big one for me - not a bad thing in and of itself, but unfortunately marketed. If this had been sold as more like Jason Vey's Spellcraft & Swordplay, or even Chris Gonnerman's Basic Fantasy RPG, I would have thought much more highly of it.
|
|
|
Post by cadriel on Aug 26, 2010 14:03:09 GMT -6
Enmerkar will stand to the fore, waiting for the monstrosity to come further with his morningstar in hand.
|
|
|
Post by cadriel on Aug 25, 2010 15:07:21 GMT -6
Yeah, the unified saving throw is lame, and the inclusion of ascending AC is also lame. But the part I hate most is the universal attribute bonuses. I don’t have an articulate reason but somehow this is my biggest peeve of all time (and the main reason I never even considered going to 3e when it first came out). Yeah, I'm not much of a fan of S&W's ability score structure either. It's not consistent with any edition of D&D ever, like the weapon damages, which I think is a major problem - it's not that I am against innovation but I think such a game should be up front: it's not OD&D. The most annoying thing to me is that it doesn't reproduce OD&D's minor rules, a number of which survived into AD&D and the Rules Cyclopedia relatively in tact. Searching for secret doors, listening at a door, running over a trap, surprise and so on. To me these are the things that rammed home the idea of D&D as a dungeon exploration game, and it's a shame to sell people something that is supposed to be "more or less OD&D" without them.
|
|
|
Post by cadriel on Aug 25, 2010 8:53:28 GMT -6
Matt told me that the unified saving throw was part of the S&W "product identity" and that it was needed as a part of making S&W it's own game. Personally, I don't use the unified saving throw. The unified saving throw is something I'd never use (specifically because I love saying "save versus dragon breath" when I'm using it to adjudicate a dragon breath-like effect) but I can sorta see it as standing in the tradition of the Tunnels & Trolls "saving roll." But it does irk me, as do the list of things I put up above, because I don't like how S&W is effectively in the middle. It's too much of a clone to be its own game entirely, the way Spellcraft & Swordplay and LotFP:WFRP are more than just clones, but it's much less faithful to the source than Labyrinth Lord or OSRIC. I see it as being closer to Castles & Crusades, which I'm also not a fan of - although on the whole I prefer S&W's supporting material to C&C's.
|
|
|
Post by cadriel on Aug 25, 2010 8:07:31 GMT -6
What worries me is what happens to the amature side of this. I was to begin work on a supplement in a couple weeks but I may have to hold off until word is made on if that will still be possible. Dude, whatever you do, do not hold off. Some of the best stuff in the OSR over the last few years hasn't bothered with formal compatibility notices and you don't need to either. We need amateurs to keep this thing going.
|
|
|
Post by cadriel on Aug 25, 2010 5:55:23 GMT -6
There are heaps of differences between S&W and OD&D, it's actually something that has always bugged me about S&W being described as fundamentally the same:
- Universal attribute bonus - in OD&D Strength and Wisdom don't give any bonuses, and the Dex and Con bonuses are at different points. S&W White Box has the same bonuses for everything. - Strength bonus - OD&D doesn't have a strength bonus to hit or to damage. - Bonus from Prime Requisite - In OD&D it's just the PR that determines this, in S&W it's the PR, Wisdom and Charisma. - OD&D has rules for redistributing attributes at a 2-for-1 rate, S&W White Box does not. - Weapon damage in S&W White Box is totally idiosyncratic, with no parallels in any edition of D&D. OD&D assumes d6 damage for everything. - Surprise - OD&D has defined surprise rules (1-2 on 1d6), S&W suggests "a judgement or a die roll of some kind, depending on circumstances." - Initiative - OD&D has no initiative rules. S&W does. - Dungeon rules - these are completely missing from S&W White Box. There are no rules for secret doors, listening, random encounters, and so on. - Treasure Type - this is completely missing from S&W White Box and replaced with a XP-based treasure system. - Magical weapons - in OD&D pluses go to hit, except when against specific monster types they also go to damage. S&W: White Box does not specify which.
There are doubtless other differences throughout, but these are some of the big ones I can find.
(Edited to add more detail / clarify a couple of points)
|
|
|
Post by cadriel on Aug 24, 2010 12:12:01 GMT -6
Enmerkar is not amused by the body prank and his crimson face shows it. He glowers at the door that Izsak has listened to.
"I wonder if there is some way we might surprise whatever guardian lies beyond that door. Perhaps we can move the metal spider thing in front of it, then conceal ourselves before opening it, whatever is on the other side will come to investigate and we can have the advantage."
|
|
|
Post by cadriel on Aug 22, 2010 3:41:54 GMT -6
Enmerkar goes to help Nodu and Delectable Shade. He carefully takes note of the crate she was in, and once she is to her feet he will examine the remaining crates, only touching their clasps with the utmost of care.
|
|
|
Post by cadriel on Aug 20, 2010 11:02:47 GMT -6
Enmerkar takes special precaution of the green slime unleashed by the man-shaped construct; if possible he will make sure that none of the others are near it. He looks to Izsak and asks:
"You seem the ... inquisitive ... sort. Do you have any idea what that stuff might be? Can you collect a sample of it?"
|
|
|
Post by cadriel on Aug 19, 2010 12:33:58 GMT -6
Enmerkar hefts his morning star and aims at the remaining leg on the Mechanical Spider on the same side as the one that is already missing - if he can cut that connection the monstrosity should not be able to move.
|
|
|
Post by cadriel on Aug 19, 2010 7:31:47 GMT -6
Kamenni
AC 3, HD 2, MV 6 Attacks: by weapon or bite (1-6)
The Kamenni are an ancient race of goblin-like creatures, never more than 4' in height, that have thick skin that feels like stone. They are brutish rather than cunning, and speak only their own language which is distantly related to Goblin. They wear no armor but their stony hides serve much the same purpose. Their faces betray some commonality with goblins, and they have fearsome tusk-like lower teeth that can be used (1-6 points damage) as a biting attack. In combat they wield fearsome stone hammers or axes that do 1-8 damage.
Kamenni lairs are always in mountains or caves. A Kamenni who leaves the underworld for more than 24 hours will slowly begin to waste away (1 hit point per additional day) and cannot be restored except by spending a commensurate amount of time underground. Kamenni tribes range from 4-40 individuals and will be accompanied 60% of the time by a chieftain with HD 3 and AC 2.
|
|
|
Post by cadriel on Aug 19, 2010 5:41:15 GMT -6
Enmerkar, grasping his morning star in hand, charges the man-shaped thing.
|
|
|
Post by cadriel on Aug 18, 2010 9:09:12 GMT -6
Dalturri's Dreadful Fence
This spell creates a barrier one inch wide, six feet high, and up to 10 feet in length per level of the caster. It can have any contour desired by the caster. Any sentient creature attempting to cross over the Dreadful Fence is immediately confronted with his or her worst fear realized - for instance, a person afraid of heights will find that the Fence is in fact on the precipice of an infinitely high cliff, even if it seemed only a moment ago to be on perfectly level ground. Any character trapped thus is unable to move in reality, although he or she may seem to move in the illusion, unless a saving throw is made. Physically moving outside of the narrow strip defined by the Fence, or being forced out of its grip, ends the illusion. The Dreadful Fence lasts one hour per caster level. It does not affect the undead, purely magical creatures, and otherwise non-thinking characters.
|
|
|
Post by cadriel on Aug 17, 2010 14:41:40 GMT -6
Enmerkar informs the others about what he has heard.
"I believe whatever it was, is now gone. We should take a look before it chances returning, but take care that none of us can be seen once the door is open."
|
|
|
Post by cadriel on Aug 17, 2010 13:40:53 GMT -6
Enmerkar grimaces at the left door, not going near it.
"I am no coward but I would prefer not to venture into that one without more information."
He puts an ear to the right door, listening to see if he can hear anything that may lie beyond it.
|
|
|
Post by cadriel on Aug 17, 2010 10:53:10 GMT -6
Enmerkar grimaces as Iszak goes about his gruesome task.
"The dead are dead, and I've no wish to share their fate. We should be careful - does anyone have a good way to see what is down this tunnel? Perhaps Iszak can shine his lantern if he is done this - examination - unless he thinks it unwise to do so."
|
|
|
Post by cadriel on Aug 16, 2010 13:14:14 GMT -6
Enmerkar carefully (although slowly) ties the rope around Nodu's waist. He has left about ten feet on the other end, so there is still plenty enough to go up and around the wheel.
"Be careful. Shout if you need aid."
|
|
|
Post by cadriel on Aug 16, 2010 11:37:32 GMT -6
Enmerkar looks first at Iszak then Nodu, and nods to the latter.
"The szarak mol* is the lightest here; we can hoist her up and she can tie the end off at the top, if she is willing."
His voice holds a flat edge, barely concealing his discomfort at the Bone woman's appearance, but he stands ready to help her if she indicates such.
* The word for "Bone Woman" in the tongue of Red Men.
|
|
|
Post by cadriel on Aug 16, 2010 5:26:46 GMT -6
Enmerkar, his red skin tanned to crimson by the unrelenting sun, reaches into his sack and pulls forth a length of rope.
"If we tie these correctly we should be able to get up."
|
|
|
Post by cadriel on Aug 13, 2010 11:20:22 GMT -6
I agree, I'd like to start at the start of an adventure with the characters being virtual strangers to each other, it always struck me as classic.
Should we list our languages or is that secret as well?
|
|
|
Post by cadriel on Aug 12, 2010 19:46:06 GMT -6
Enmerkar Experience Points: 116 Color and Gender: Red, Male
Enmerkar came from a village ruled over by "the Lover of Peace." He ventured forth into the dangerous world because he is obsessed with finding the technology to cure the wasting disease that threatens his sister.
Strength: 9 Intelligence: 15 Wisdom: 7 Dexterity: 8 Constitution: 15 Charisma: 9
Hit Dice: 1 +2 Armour Class: 2
Other Bonuses: n/a
Coin Purse: 15 gp Equipment: Plate Mail Shield Morning Star 50 ' of Rope Small Sack 6 torches 3 flasks of oil 1 week / iron rations
|
|
|
Post by cadriel on Aug 12, 2010 8:30:13 GMT -6
I'd like to give this a try.
|
|
|
Post by cadriel on Jul 14, 2010 13:05:16 GMT -6
Sorry not to be more constructive here, but I read the title of "Bot Hill" and immediately pictured a robot western RPG. Can we make this happen? :-)
|
|
|
Post by cadriel on Jul 14, 2010 11:25:12 GMT -6
That's truly a shame - RJK's modules are the kind of thing we need precisely MORE of. Bottle City was great because this was an actual play dungeon, not one of the tournament dungeons that became the standard because TSR needed to put out SOMETHING. It was also, along with Dungeonland and The Land Beyond the Magic Mirror, one of the very few published dungeons that was made to go INSIDE of a campaign dungeon, rather than as a complex in itself.
I'm not sure why he has become so concerned with this question of originality; Bottle City is authentic, and as someone who's played in it (DMed by Alan Grohe) I can tell you it's an excellent module.
|
|
|
Post by cadriel on Jul 8, 2010 10:25:18 GMT -6
I was going through some of the material I've generated, and I have a short piece on "Special Properties of Gemstones" to liven up a treasure hoard. If there's interest I could send it in.
|
|
|
Post by cadriel on Jun 5, 2009 13:22:35 GMT -6
My Lulu order arrived today (Yay!!!) Fight On! #5 was missing pages 27-62 (Boo!!!) Customer support has been contacted and hopefully I'll see a replacement copy headed my way soon. Luckily, I still have Fight On! #4, Knockspell #1 & #2, and Jeff's Miscellaneum to tide me over until then. But still, Booooo!!!! I had the same exact problem. Filed an issue report immediately, but haven't heard back yet from their support staff.
|
|
|
Post by cadriel on May 28, 2009 14:45:51 GMT -6
So...who did the excellent lizardman drawing that accompanies my contribution? Big props to whomever it was, I like it a ton.
|
|
|
Post by cadriel on May 28, 2009 11:12:30 GMT -6
I'm working on an article-length expansion of a recent blog post on humanoid language and its use in game. I think it'll be pretty nifty, if there's interest.
|
|
|
Post by cadriel on Apr 28, 2009 7:24:51 GMT -6
Hmm. This is very tempting. I think a good adventure is definitely something Carcosa needs in order to overcome a lot of the skepticism/misunderstandings about the setting, though I do wish it'd been for lower levels. Still very tempting nonetheless. I pre-ordered already, and I have to disagree on the lower levels thing. The preponderance of modules coming out for the old school renaissance have been lower level, and once you get characters out of that 1-3 range, there's less content out. I'd rather see more mid-level modules like this one. I'm really interested to see how this turns out. I may keep it as something to pull out if a game needs a change of pace, or if I ever feel like running a 1-shot in Carcosa.
|
|
|
Post by cadriel on Apr 10, 2009 14:13:14 GMT -6
I'll do the fire giant, and probably the trumpet too; is there a more detailed description of the instrument? I'll also have a think about the lizardmen and maybe the knife-wielding girl too. If you want to do the lizardmen, but would like a more detailed description of how they look or move, feel free to PM or email me.
|
|