Showing posts with label swords & wizardry. Show all posts
Showing posts with label swords & wizardry. Show all posts

Tuesday, July 23, 2013

More from Crypts & Things

To wrap up my look at Crypts & Things, I want to post two quotes from the book. These two quotes probably do a better job, in a few words, of summarizing the ambience of C&T than all my meanderings from the previous post.

The first pull is from the section on magic items:
Magic items in Crypts and Things are rare and special items. They are artefacts of ancient wars and demonic summonings, and as a result their purpose is always malign. At most only one is found in a particular Crypt or adventure and they are the stuff of legend and renown. A figurative double-edged sword, magic treasures always endow at least one curse for each blessing they bestow. Often their long-term use is hazardous to the mental and physical well being of the character that possesses them.
Only 20 magic items are described in the book, and all of them bear out that dire prophecy.

The second quote is from Appendix A, "The Features of Crypt* & Things."
The gods have deserted mankind in the dim past and the only magicians left are of the self-serving, amoral or simply just plain bad variety. There is an absence of powerful Wizard Guilds/Schools who police magicians in the field and instil upon their students a code of good ethical behaviour toward their fellow man. Instead you are left with the choice of serving an apprenticeship with evil and manipulative Sorcerers or joining a cult to grab crumbs of magical power thrown down from the table by the Sorcerer/Ranking Priest. Students who rise in power under this system are likely to end up disposed of in some gruesome but useful manner so they never challenge their master’s power.
Exactly right.

* I'd just like to point out that that's D101's typo, not mine. I know the name of the game is Crypts & Things.

Monday, July 22, 2013

Crypts & Things

  • 150-pages
  • By Newt Newport, with Akrasia
  • published 2011 by D101 Games
  • $40.44 in hardcover, $23.59 in softcover, $12 PDF.

Crypts & Things bills itself as a Swords & Wizardry variant. It would be truer to call it a S&W alternative, since you don't need the S&W rules to play Crypts & Things. It's a complete game by itself; the Crypts & Things rulebook contains all the S&W rules needed to play.

Where S&W is a straight-up adaptation of OD&D that stays true to the original game's non-setting, C&T packages those rules with a very particular approach to campaigning. What you get in C&T is an S&W-esque game in the world of Zarth, a setting heavily flavored with great dollops of the Hyborian Age, Melnibone, Nehwon, Zothique, and Xiccarph

Right there I've listed the works of four of my five favorite authors, so it should come as no surprise that I like C&T.

Sunday, July 7, 2013

Brood Pit of the Frog God

I've been itching to do more Adventure Notebooks for a while, and what better way to mark its return than with a small tribute to the outstanding Swords & Wizardry adventure I played at PaizoCon last weekend, run by Frog God Games' Bill Webb. Regardless of whether you're a fan of S&W or even of the OSR, you should grab the PDF of the S&W Monster Book from Lulu.com or wherever else it's available. If you play S&W, Labyrinth Lord, Lamentations of the Flame Princess, or any of the seemingly endless other OD&D/BX-derived old-school variants, then you absolutely want this book. If you play with rules that don't trace their lineage to OD&D, you'll find that while the Monster Book contains a lot of exactly what you expect, it also includes enough oddball entities and familiar creatures twisted into the unfamiliar to make the PDF well worth its $5 pricetag. This Adventure Notebook pretty much leaped full-grown into my head the moment I read the entry for the froglum, and the froglum isn't the only monster that's had that effect.


Monday, June 24, 2013

My Father's Day Present to Me: Swords & Wizardry

While I was at North Texas RPG Con a few weeks ago, I got the chance to play in one of Bill Webb's Swords & Wizardry adventures. The six-hour session was terrific fun. I've read the S&W White Box and Core Rules PDFs numerous times, but this was the first time I actually played them at a table. It wasn't exactly a new experience, since I've played my share and a bit more of OD&D, but it was so much fun and so easy to play (compared to our efforts a few years ago to play OD&D itself from the three Little Brown Books) that I decided to reward Frog God and Mythmere by spending some actual money on Swords & Wizardry.

Almost all of my RPG purchasing these days is PDFs, since I actually like reading them on my tablet. (That's how I write and run most adventures, now too: directly from my tablet using Evernote.) I hit Lulu.com, found suitable versions of the Core Rules and Monster Book, and grabbed Ruins & Ronin at the same time just because it's so cool (I came this close to running a session of R&R at NTRPGCon this year). While I was there, I grabbed the full six-issue run of Knockspell PDFs, too, based almost entirely on their tables of contents that indicated one issue contained guidelines for constructing an adventure using Scrabble tiles. I love that sort of thing ... .

The books arrived from Lulu quicker than I expected. The covers are a bit dark, but that's a print-on-demand thing. (Tip to publishers: if you do POD through Lulu or just about any other service, it's a good idea to not go with severely dark covers, because they'll darken up more in the printing process and look muddier than you'd like. The S&W White Box image is much lighter to begin with, so it probably turns out crisper.) Otherwise, the physical quality is very good, as I've come to expect from Lulu.

What's more, I've been enjoying Knockspell immensely. I've only finished issue #2, and already I consider the $5/issue that I dropped on the PDFs to be money well spent. "Isles on an Emerald Sea #2" is terrific. The Isle of Barzon has more old-school flavor than most of the "this here is old-school" settings I've seen. It could have been lifted directly out of one of Lin Carter's Thongor the Barbarian novels or one of Howard's lesser known, non-Conan tales. I'd have paid $5 for that one article. The rest of the issue is gravy.

Despite the fact that I seldom buy physical books anymore, my OSR bookshelf is getting crowded. Swords & Wizardry joins Labyrinth Lord, Adventurer Conqueror King System, Lamentations of the Flame Princess, Dungeon Crawl Classics RPG, Astonishing Swordsmen & Sorcerers of Hyperborea, and Mutant Future, along with an assortment of adventures (Barrowmaze I and II, Stonehell Dungeon) and supplements (Realms of Crawling Chaos, the LL Advanced Edition Companion, The Majestic Wilderlands). Most of these I got for free -- one of the perks of working in the industry. That by no means cheapens them in my estimation. If anything, I value books and games I was sent for review, or as an entrant in the Three Castles Award, or simply as a thank-you, higher than the things I buy for myself.

In the '70s, we mixed OD&D, Holmes, AD&D, and variants from The Dragon, Judge's Guild, Balboa, ourselves, and God-only-knows who else, and somehow made it all work. When it comes to old-school roleplaying, I default to D&D B/X, mainly because it's my favorite edition and I still have the books in good shape. But when you get right down to it, I really don't care whether I'm playing D&D B/X, OD&D, Labyrinth Lord, Swords & Wizardry, Basic Fantasy RPG, Searchers of the Unknown, Castles & Crusades, ACKs, DCC, or something else. In the final analysis, they're all basically the same; they're all basically D&D, and that's what I come to the table for.