Post by jeffb on May 30, 2021 9:46:59 GMT -6
Thanks to the Matt Finch interview thread going over at the main page, I remembered first encountering S&W way back when and doing a review for it on various forums on the intarwebz.
I was able to find it on Dragonsfoot- so here it is- a "fresh" look at S&W from the early days of the OSR
I was able to find it on Dragonsfoot- so here it is- a "fresh" look at S&W from the early days of the OSR
I've decided to do a "full" review of this little gem-please excuse any errors/rambling/muddled thoughts :oops:
So what is Swords & Wizardry?
Author Matt Finch has designed a retro-clone game that is focused on recreating that Zero E feel: the original fantasy role-playing game experience, with some differences- both additions to the rules as well as areas he chose not to address purposefully.
One thing that should be stressed is that S&W is the "oldest of the old school" in theme and purpose. If you are looking for complex rules that clearly address a multitude of possible results, or completely spelled-out options up the ying-yang, this is not your game. Throughout the manual this very important characteristic of 0E is reinforced time and time again: "imagine the hell out of it". The rules can be interpreted in many ways, are left vague in some areas on purpose, or in several instances, a couple of ways of doing a certain thing are discussed and the referee is free to choose or make something up to his own liking. For example, the Magic Missile spell offers two versions- as there have been two fundamental versions in the original game- one where MM is an auto hit, and one that requires an attack roll. In another instance, Matt stresses he does not want to over-explain Monster descriptions because too much detail restricts one's imagination (which is kind of funny because the latest incarnation of D&D has received tons of flak for basically doing the same exact thing). Although I like my fluff in a monster book, I have to agree-I'm the kind of person that likes to be given an idea kernel to run with.
Now don't let the "lack of rules" scare you off. S&W, unlike the work that inspired it, is well explained where needed, and well organized. In addition, Matt has added some modern mechanic options that help the game play a little easier for some groups. An option is given for ascending or descending AC in combat- So basically you can either consult an old school descending AC "to hit" chart (or use THAC0, I suppose), OR you can go modern: roll a D20 add your modifierss, and try and beat that target number. There is a basic "challenge level" system not only for grading monster toughness (something that had always been a "learned skill" in editions of the game prior to 3E), but also for creating new creatures. There is also a simple but effective treasure system (of course a lot of the classic magic items made it into the book-including cursed items)
There are some things that S&W does not cover- One fairly major omission that I was surprised I didn't catch through my initial reading was " Character Alignment". A couple of paragraphs discuss S&W's philosophy here- Alignment is basically left wide open so the individual group can determine what works best for them. S&W by its nature is not in the same vein of Tolkien-esque "high fantasy" but rather the blurry shades of grey one will find in classic Sword & Sorcery fiction (that was the key influence of the original game), so I can understand Matt's stance here. Be it known though that either alignment styles will work fine, there just isn't an official stance.
Saving throws are greatly simplified in holding with the traditional roots of the game. There's only one (and yep you guessed right: its called, a "saving throw"). The save # is based on class and level. Some S&W fans have expanded a bit on this mechanic by using it as an attribute check target number and then modifying the roll with a attribute bonus/penalty (if applicable). I realize there is a mindset these days of desiring/needing to have a score in just about everything, but this single save I think is brilliant. In a game that is already devoid of modern complexity, do we really need to worry about whether my PC would need to roll a 15 if the problem was poison, or a 16 if it was a spell? I don't.
I should mention that S&W was designed with the same mindset I see with Castles & Crusades- The authors of both games KNOW they are never going to please all of the fans because every gaming group is so different when it comes to rules: therefore both systems are extremely easy to customize and are designed with house rules in mind. In my own experience there are two different types of games; those that require a bunch of house rules so I can make the game tolerable, and those that encourage creative (i.e. fun) house-ruling . S&W definitely falls into the latter camp. It's easy to pull out pieces, tack on your own, and like C&C requires very little to no conversion when it comes to D&D material produced to and through the 1E era, and most 2E material I doubt would be a problem either. It's should be little if any problem to add in the Thief from Greyhawk, the Hit location rules from Blackmoor (though I don't know why anyone would want to) or run your S&W characters through a certain Haunted House in SaltMarsh.
While I'm one of those weird old-school players who happens to like 4th edition D&D, Swords & Wizardry has re-ignited an old smoldering ember in my gaming heart. I'm very excited to be running a game soon for my old friends with this rule-set. Although in my opinion, S&W is plenty "complete" as written, I've gone on a OE buying frenzy picking up PDFs of supplements and modules I sold some time ago as well as getting some of more affordable items in print.
Even better? Swords & Wizardry is FREE! It's available in PDF and MS-word formats at www.swordsandwizardry.com (EDIT 2021- This link now goes to Matt Finch's BLOG page) I personally prefer printed books whenever possible and hard copies (soft cover) are available from Lulu.com (print on demand) along with some other S&W goodies. I picked up the Core book (softcover) as well as the introductory module "Tomb of the Iron God" for around $16 plus shipping and that's a heck of a bargain when considering how prices have soared on the OE booklets and supplements. My personal recommendation is to grab copies of Supplements 1-3 on PDF, as well as the Judges Guild Ready Ref Sheets and you'll be set for a long long time. Hell, that's how I played for the first few years, and it's nice to go home for awhile to a game that is made for the hobbyist, by hobbyists, just like OE was.
So what is Swords & Wizardry?
Author Matt Finch has designed a retro-clone game that is focused on recreating that Zero E feel: the original fantasy role-playing game experience, with some differences- both additions to the rules as well as areas he chose not to address purposefully.
One thing that should be stressed is that S&W is the "oldest of the old school" in theme and purpose. If you are looking for complex rules that clearly address a multitude of possible results, or completely spelled-out options up the ying-yang, this is not your game. Throughout the manual this very important characteristic of 0E is reinforced time and time again: "imagine the hell out of it". The rules can be interpreted in many ways, are left vague in some areas on purpose, or in several instances, a couple of ways of doing a certain thing are discussed and the referee is free to choose or make something up to his own liking. For example, the Magic Missile spell offers two versions- as there have been two fundamental versions in the original game- one where MM is an auto hit, and one that requires an attack roll. In another instance, Matt stresses he does not want to over-explain Monster descriptions because too much detail restricts one's imagination (which is kind of funny because the latest incarnation of D&D has received tons of flak for basically doing the same exact thing). Although I like my fluff in a monster book, I have to agree-I'm the kind of person that likes to be given an idea kernel to run with.
Now don't let the "lack of rules" scare you off. S&W, unlike the work that inspired it, is well explained where needed, and well organized. In addition, Matt has added some modern mechanic options that help the game play a little easier for some groups. An option is given for ascending or descending AC in combat- So basically you can either consult an old school descending AC "to hit" chart (or use THAC0, I suppose), OR you can go modern: roll a D20 add your modifierss, and try and beat that target number. There is a basic "challenge level" system not only for grading monster toughness (something that had always been a "learned skill" in editions of the game prior to 3E), but also for creating new creatures. There is also a simple but effective treasure system (of course a lot of the classic magic items made it into the book-including cursed items)
There are some things that S&W does not cover- One fairly major omission that I was surprised I didn't catch through my initial reading was " Character Alignment". A couple of paragraphs discuss S&W's philosophy here- Alignment is basically left wide open so the individual group can determine what works best for them. S&W by its nature is not in the same vein of Tolkien-esque "high fantasy" but rather the blurry shades of grey one will find in classic Sword & Sorcery fiction (that was the key influence of the original game), so I can understand Matt's stance here. Be it known though that either alignment styles will work fine, there just isn't an official stance.
Saving throws are greatly simplified in holding with the traditional roots of the game. There's only one (and yep you guessed right: its called, a "saving throw"). The save # is based on class and level. Some S&W fans have expanded a bit on this mechanic by using it as an attribute check target number and then modifying the roll with a attribute bonus/penalty (if applicable). I realize there is a mindset these days of desiring/needing to have a score in just about everything, but this single save I think is brilliant. In a game that is already devoid of modern complexity, do we really need to worry about whether my PC would need to roll a 15 if the problem was poison, or a 16 if it was a spell? I don't.
I should mention that S&W was designed with the same mindset I see with Castles & Crusades- The authors of both games KNOW they are never going to please all of the fans because every gaming group is so different when it comes to rules: therefore both systems are extremely easy to customize and are designed with house rules in mind. In my own experience there are two different types of games; those that require a bunch of house rules so I can make the game tolerable, and those that encourage creative (i.e. fun) house-ruling . S&W definitely falls into the latter camp. It's easy to pull out pieces, tack on your own, and like C&C requires very little to no conversion when it comes to D&D material produced to and through the 1E era, and most 2E material I doubt would be a problem either. It's should be little if any problem to add in the Thief from Greyhawk, the Hit location rules from Blackmoor (though I don't know why anyone would want to) or run your S&W characters through a certain Haunted House in SaltMarsh.
While I'm one of those weird old-school players who happens to like 4th edition D&D, Swords & Wizardry has re-ignited an old smoldering ember in my gaming heart. I'm very excited to be running a game soon for my old friends with this rule-set. Although in my opinion, S&W is plenty "complete" as written, I've gone on a OE buying frenzy picking up PDFs of supplements and modules I sold some time ago as well as getting some of more affordable items in print.
Even better? Swords & Wizardry is FREE! It's available in PDF and MS-word formats at www.swordsandwizardry.com (EDIT 2021- This link now goes to Matt Finch's BLOG page) I personally prefer printed books whenever possible and hard copies (soft cover) are available from Lulu.com (print on demand) along with some other S&W goodies. I picked up the Core book (softcover) as well as the introductory module "Tomb of the Iron God" for around $16 plus shipping and that's a heck of a bargain when considering how prices have soared on the OE booklets and supplements. My personal recommendation is to grab copies of Supplements 1-3 on PDF, as well as the Judges Guild Ready Ref Sheets and you'll be set for a long long time. Hell, that's how I played for the first few years, and it's nice to go home for awhile to a game that is made for the hobbyist, by hobbyists, just like OE was.