Thursday, April 18, 2013

Swords & Wizardry Appreciation Day - Part III - More Characters, and a cheat sheet for S&W.

Here are the other four characters for the Wastelands scenario, including a Bard, which is not in Swords & Wizardry Complete, but is in Knockspell 6. If you need more details to run the bard, drop me a line, or pick up Knockspell, which has a second interpretation of the Bard by the ubiquitous Tenkar (who, along with Chris Helton of Dorkland fame set up S&W Appreciation day) and lots of other cool stuff for S&W and other OSR games. At the end of the post is a cheat sheet (inspired by a cheat sheet I saw for the DCC  RPG) for playing S&W. Up tomorrow will be the DM version of the map, and some stats and guidelines for wilderness encounters of the Wastelands. 

Tall Tracker
Lawful Male Human 4th Level Ranger

Age: 36, 172 lbs, Blonde Hair, Blue Eyes

AC: 6 HP: 33 Save: 11

Str: 14
Dex: 13
Con: 15
Int: 12
Wis: 12
Cha: 11

Bastard Sword, One-handed +1 to hit, Dam: 1d8 Wgt: 10 lbs
Bastard Sword, Two-handed +1 to hit, Dam: 1d8+1
Longbow (Range 70, ROF 2) +1 to hit, Dam: 1d6 Wgt: 6 lbs

Charity: donate all excess treasure to poor.
Tracking: 90%
Alertness: Surprised only on a 1 in 6
Giant and Darklander slayer: +4 Damage

Leather 25 lbs
Backpack (30 lbs cap)
Rations (7 days)

Gold: 0
Electrum: 0
Silver: 10
Copper: 10

Purse: 2 Lbs
Arms: 16 lbs
Armor: 25 lbs
Gear: 10 lbs
Total: 53 lbs

Tall, ascetic, and blonde, with a face deeply creased by sun and wind.

After your exile, you no longer have a name, yet the Borderlanders call you the Tall Tracker, and depend on your ferocity against the Darklanders.

Tharkun the Dwerrow
Neutral Male Dwarf 5th Level Fighter

Age: 145, 235 lbs, Red Hair, Green Beady Eyes

AC: 4 HP: 27 Save: 10 (+4 vs Magic)

Str: 14
Dex: 10
Con: 16
Int: 11
Wis: 12
Cha: 11

Battle Axe +1 to hit, Dam: 1d8 Wgt: 15 lbs
Battle Axe, Two Handed +1 to hit, Dam: 1d8+1

5 Attacks/round vs. 1 HD or less.
Detect (1-4 on a d6): Underground passages, Large Stone Traps, Sloping Corridors, and Moving Walls.
Darkvision 60'.

Chain 50 lbs
Shield 10 lbs
Backpack (30 lb cap)
Rations (7 Days)
10 Spikes

Gold: 50

Treasure: 5 lbs
Arms: 15 lbs
Armor: 65 lbs
Gear: 10 lbs
Total: 95 Lbs

Long red hair and lustrous beard, braided and decorated with bits of fallen foes, with murderous green eyes.

All Dwerrow look murderous to humans. You are actually considered cold blooded, even for a dwarf, though your black humor gets you in trouble.

Eletherion the Ancient
Lawful Female Elf 4th Level Fighter/3rd Level Magic User

Age: 325, 125 lbs, Silver Hair, Violet Eyes

AC: 4 HP: 18 Save: 11/12 (+2 vs Spells)

Str: 12
Dex: 15
Con: 10
Int: 12
Wis: 10
Cha: 11

Longsword +0 to hit, Dam: 1d8 Wgt: 10 lbs
Longbow (range 70, ROF 2) +1 to hit, Dam: 1d6 Wgt: 6 lbs

1st Charm Person, Detect Magic, Protection from Evil, Read Languages, Read Magic, Sleep
2nd Strength, ESP, Detect Evil, Locate Object

Elven Chain (can cast spells in this armor) 25 lbs
Rations (7 days)

Gold: 0
Electrum: 50
Silver: 0
Copper: 0

Purse: 5 lbs
Arms: 16 lbs
Armor: 25 lbs
Gear: 10 lbs
Total: 56 lbs

Flowing silver hair bound in a silver circlet, slender frame guarded by mithral and gold mail, yet cold and remote.

Though consigned by the leaders of your people to consort with lesser beings, you still maintain the regal bearing of your ancient race.

Toman the Rhymer
Neutral Male Human 5th level Bard

Age: 26, 165 lbs, Brown Hair, Green Eyes
AC: 7 HP: 22 Save: 11

Str: 9
Dex: 11
Con: 10
Int: 12
Wis: 8
Cha: 15

Longsword & Dagger +1* to hit, Dam: 1d8 Wgt: 10 lbs
*If initiative is won.

Climb Walls: 86%, Delicate Tasks: 20%, Hear Sounds: 4 in 6, Hide in Shadows: 25%, Move Silently: 35%, Open Locks: 25%, Bard's Charm: 55%, Bard's Lore: 50%

Spells per day: 1st - 3

1st Detect Magic, Charm Person, Read Languages, Read Magic, Shield, Sleep

Leather 25 lbs
Backpack (30 lb cap)
Rations (7 days)

Gold: 10
Electrum: 0
Silver: 40
Copper: 0

Treasure: 5 lbs
Arms: 12 lbs
Armor: 25 lbs
Gear: 10 lbs
Total: 52 lbs

Long brown hair, handsome face and build, sparkling green eyes and a dazzling smile.

A trip into the Wastelands, surrounded by festering Darklings, to kill a fearsome beast? Sounds like a bit of a lark.

Note: Rules for the Bard may be found in Best of the Dragon, Vol. 1, or in Knockspell 6

Swords & Wizardry – How Do I...

Check for Surprise? – This is Tall Tracker’s responsibility to check. Roll 1d6, On a 1, the party is surprised, and the enemy gets a single action.

Roll for Initiative? – Before initiative, declare if you are casting a spell. Then, roll 1d6. This is Jomes Wolf’s responsibility to check. If the result beats the enemy’s roll, then you may go first, otherwise you go second.

Decide what to do in combat? You can move, or make a ranged attack, or cast a spell, or execute a melee attack. You might be able to combine some of these; ask your DM. You may also attempt a crazy or unusual stunt

Move my character? – You can move a distance equal or less than your combat movement, listed on your character sheet.

Make an Attack Roll? – Roll 1d20, add any modifiers, and look at the bottom of the character sheet to see the AC you hit. If you do hit, then roll the damage listed for the weapon you wield.

Execute a cool stunt? – Describe fully and entertainingly what you are attempting to do. Then roll 1d20, like in a normal attack. The DM will tell you if you succeed, and what the effect of the stunt is. If your stunt does not involve attacking, your DM will tell you what to roll and whether you succeed or not.

Cast a Spell? – Select a spell from your list of prepared spells and state that you are casting it before Initiative is rolled. If you are struck by a spell or damaged before you cast the spell, then the spell fails and you lose the capacity to cast the spell for the day.

Make a Saving Throw? – Roll 1d20, add any modifiers, and look at the Saving Throw number listed at the top of the sheet. If you roll higher than this number, you succeed, and mitigate or escape the threatening effect in some manner.

Use a Thief, Bard or Ranger Skill? – Choose the skill from the list on your character sheet, and most importantly, describe how you are using the skill. Then, roll percentage dice. If you roll less than or equal to your skill rating, you succeed and the DM will explain the results.
See when it is dark? – Torches and lanterns cast light in a 30 ft radius, while Dwarves and Elves can see in the dark for up to 60 ft, though this ability is spoiled in the presence of torches or lanterns.

Detect a secret door? – Explain how you are searching and what you are searching for. The DM will then roll 1d6, and if the die roll is a 1 or a 2, the DM will tell you if you have found what you are looking for. Elves search successfully on a result of 1, 2, 3, or 4 and can even get a roll for just passing within 10 feet of a secret door, if the DM gets a result of 1.

Detect a large trap? – You don’t need a specific skill to detect a large trap. Tell the DM where and how you are looking, based on his description of the area. Smaller traps (like poison needles in a treasure chest) may require a Thief to disarm, but you can use this same method to detect them. A Thief does it faster and more easily, and can sometimes disarm traps without springing them.

Avoid a trap? – If you pass over an undetected floor or other large trap, your DM will roll 1d6. On a 1 or 2, you do not trigger the trap, and the next person to trigger the trap will also have this check made for them.

Open a locked or stuck door? – Roll 1d6, and on a result of 1 or 2, you tear the door down. Subtract you STR bonus to hit from this roll. If you have crowbar, or if someone is helping you, subtract another point from the roll.

Listen for noise? – The DM will roll 1d6, and on a result of 1, you hear noise if there is any in the area or behind a door you are listening to. Non-humans and Thieves have a better chance of listening than others, due to their natural talent or training.

Escape from a wilderness or dungeon encounter? – If you win initiative, you may try to withdraw from a fight. If your movement rate is higher than your opponents, you succeed. If their movement rate is equal to or higher than yours, then you will have to drop food or valuables in hopes of distracting them long enough to allow you to escape.

Negotiate with a Non-Player Character? – Role-play your conversation with the NPC or monster. Let the DM know what your charisma is. They will determine the success of your negotiations. 

Wednesday, April 17, 2013

Swords & Wizardry Appreciation Day - Part II - The Characters.

The Company of the Wolf

The Company:

The Company is a band of professional mercenaries who specialize in highly dangerous missions involving Darklander suppression, investigation and salvage of the ancient ruins of the Aldonai Codominium (and sometimes even older ruins), wilderland exploration, as well as more traditional activities like killing and looting. 

Nonetheless, despite their reputation for getting difficult jobs accomplished, they hold to older Codominium beliefs in a changing world – honor, fair treatment of the weak, including women and children, and loyalty to both person and contract.

Jomes Wolf is the Invictus, or military leader of the company. In a fight, his word is law, and he expects it to be obeyed in any martial conflict. However, he is sort of leader who thinks first, and then acts. He is always willing to investigate non-violent options if they get the job done.

Sarmanes Trebor is the Magister of the College of Newhold, and a student of the Lineage of Kritias. The company’s arcane master, he oversees all things arcane in nature, from the identification of magical items, to the production of potions and charms. He is also its premiere Battle-Mage.

Tork the Grey One. This weaselly looking individual is the Company’s Master of Spies, and an accomplished thief, to boot. He decides for the company in matters of espionage and whenever ‘discretion’ is required.

Patros Consagus Theremenes is the Company’s religious advisor and chaplain. He is also an Initiate of the Mysteries of Solus, and able to invoke the God’s aid in ritual and spell.

Tharkun the Dwerrow is a Dwarf, and exile from the Retreat of Khondas-Mearg, where political infighting among the Dwerrow is endemic. He is extremely loyal to Jomes Wolf, who took him in and gave him both a hearth and purpose, which Dwerrow in exile do not often get.

Toman the Rhymer is a free-lancer with the company, taking on assignments as it pleases him. A bard of some note, his knowledge of ancient legends and songs is unparalleled.

Tall Tracker is also a free-lancer, but one whose aid may be invaluable. Said to be an exile from one of the northern duchies (though for what reason, none can say), this Ranger is a scourge of Darklanders, and has been invaluable in his aid to the Borderlanders.

Eletherion the Ancient is an Eldar (Elf) of the fabled Shadowed Isles. She has aided the Company before, but never for pay, presumably in furtherance of her own aims or those of her mysterious people. Her appearance at the start of the mission was unexpected, but welcome.

The Contract:

The Company has been contracted to enter the Wastelands of Zin, a notorious area full of Darklanders, arcane monstrosities and ancient ruins. It is also the reputed nesting ground of a powerful dragon that burned and ravaged castle and village of Lord Teremen of Farcourt. The Duke of Helicon has contracted with you to slay the beast, lest he return to the Duchy to kill and ravage other holdings. You must enter the Wastelands, identify the name of the dragon and its location, and then ambush and kill the thing. Any loot you acquire you may keep. You have determined that a small band, moving quickly, may succeed where a larger mercenary army could not.

·         The Company begins in the ancient city of Lareth, whose ancient towers now crumble and sway from neglect (Hex 0602 of the Wastelands map). An old race, the Consagh, still dwell within their towers, served by half-caste slaves, who virtually rule the lower city. Much vice, including slaves, poisons and weird drugs may be found in its market, the Plaza of Resplendent Sin. But your path lies elsewhere, to the south. What do you do?

·         Please now take a look at the map of the Wastelands. Each of you may know rumors about the map, which you may or may not reveal to your fellow members, as you wish. You determine where to go, and tell the DM where you wish to travel.

·         Each hex on the map is six miles, and you may travel on horseback, or on foot, as you choose.

On foot: 2 Hexes a day.

On Horseback: 3 Hexes a day.

Force marching increases these distances to four and six hexes a day, respectively, but may kill your horse or injure you.

·         While in the wastelands, you can expect to run into bands of Darklanders, and these murderous humanoids will certainly try to kill you. The more hexes you travel through, the more encounters you can expect to have, which will drain your resources and keep you from accomplishing your goal. On the other hand, you will need to investigate different areas to discover the lair of the dragon. Choose you path wisely.

·         You start with seven days of rations. While in the Wastelands of Zin, characters can hunt or scavenge for food.   Scavenging for food is an activity that can be accomplished without hindering travel by gathering fruit, nuts, or small animals. For each day of travel while scavenging, roll 1d6. A result of 1 indicates that sufficient food for 1d3 human sized beings has been acquired. Hunting follows the same procedure, but succeeds on 1-2, and must be engaged as the sole activity for a day.  No traveling is possible.  In addition, there will be one encounter check, from the table appropriate for the terrain, while the group is hunting.     

Jomes Wolf
Neutral Male Human 5th Level Fighter

Age: 38
186 lbs Black Hair, Brown Eyes

AC: 2 HP: 25 Save: 10 Move: 12

Str: 17
Dex: 09
Con: 10
Int: 10
Wis: 12
Cha: 14

Longsword +2 to hit, Dam: 1d8+2 Wgt: 10 lbs
Lance +2 to hit, Dam: 2d4+3 (Horsed only)
Dagger +2 to hit, Dam: 1d4+2 Wgt: 2 lbs
5 Attacks/round against creatures with less than 1 HD

Plate Mail Wgt: 70 lbs
Shield Wgt: 10 lbs
Rations (7 days)

Gold: 20
Electrum: 0
Silver: 10
Copper: 0

Purse: 3 lbs
Gear: 10 lbs
Arms & Armor: 92 lbs
Total weight: 105 lbs

Bear of a man, attired in soldier's Plate, with cropped black hair and short beard.

Taciturn, yet given to grim humor when things look dangerous.

Sarmanes Trebor
Neutral Male Human 4th level Magic-User

Age: 45
162 lbs Grey Hair, Blue Eyes

AC: 9 HP: 10 Save: 12 (+2 vs Spells)

Str: 8
Dex: 15
Con: 13
Int: 16
Wis: 11
Cha: 11

Staff +0 to hit, Dam: 1d6, Wgt: 10 lbs
Dagger +0 to hit, Dam: 1d4 Wgt: 2 lbs

1st Detect Magic, Light, Hold Portal, Protection from Evil, Read Languages, Read Magic, Shield, Sleep
2nd Continual Light, Knock, Magic Mouth, Mirror Image, Web, Wizard Lock

Rations (7 days)

Gold: 30
Electrum: 0
Silver: 20
Copper: 0

Gear: 10 lbs
Purse: 5 lbs
Arms: 12 lbs
Total: 27 lbs

Short cape, form fitting leather shirt and pants, boots, staff.

Close cropped hair and beard, all white.

Being a member of the Company means access to ancient ruins, powerful artifacts and great secrets - why would you want to be anywhere else?

Consagus Theremenes 
Lawful Male Human 5th Level Cleric of Solus

Age: 38 172 lbs, Bald with Brown Eyes
AC: 6 HP: 18 Save: 11 (+2 vs. P/P)

Str: 10
Dex: 7
Con: 9
Int: 9
Wis: 15
Cha: 6

Turn Undead
+2 bonus on saving throws vs. paralysis/poison

Staff +0 to hit, Dam: 1d6, Wgt: 10 lbs

Chain Wgt: 50 lbs
Rations (7 days)
Holy Symbol

Gold: 30
Electrum: 0
Silver: 20
Copper: 0

Purse: 5 lbs
Arms: 10 lbs
Armor: 50 lbs
Gear: 10 lbs
Total: 75 lbs

This man appears years older than he is, with a balding pate, prematurely grey, slight paunch, and a thin, narrow face. But the eyes burn with the inner light of an Initiate of Solus.

Grumpy and not altogether solicitous, he constantly complains about Company members that take for granted his gift of healing.

Tork the Gray

Neutral Male Human 5th level Thief

Age 33 160 lbs, Black Hair, Brown Eyes

AC: 6 HP: 14 Save: 11 (+2 vs. devices)

Str: 9
Dex: 13
Con: 10
Int: 11
Wis: 9
Cha: 8

Short Sword & Dagger +1* to hit, Dam: 1d6, Wgt: 7 lbs
Sling +1 to hit, Dam: 1d4, Wgt: 6 lbs
* If Initiative is won.

Read Languages: 80%, Climb Walls: 89%, Delicate Tasks: 35% Hear Sounds: 4 in 6, Hide in Shadows: 30%, Move Silently: 40%, Open Locks: 30%
Backstab: +4 to hit, requires surprise and attack from behind - x3 damage.

Leather 25 lbs
Backpack (30 lb cap)
Picks and Tools
Grappling Hook
3 torches
Rations (7 days)
Rope, Silk (50 feet)
Large Sack (30 lb cap)

Gold: 20
Electrum: 0
Silver: 20
Copper: 10

Purse: 5 lbs
Arms: 13 lbs
Armor: 15 lbs
Gear: 10 lbs
Total: 43 lbs

Slick back hair, weasel face, bad teeth, large ears, and skinny, to boot.

You're not bad, you just look like you are... heh, heh, heh. Yeah, that's it. 

Next four characters tomorrow, plus a cheat sheet for Swords & Wizardry.

Swords & Wizardry Appreciation Day - Part I - The Wastelands of Zin.

The Wastelands of Zin Player Map
So, what do you need to start your new Swords & Wizardry campaign? How about a world?

The Wastelands of Zin are a sandbox scenario that I ran at Owlcon, a local gaming convention in Houston, Texas. Essentially, the players are given the map above, and a goal, and are then invited to experience sandbox style play for the four hours of the round. For the next several days, I will be posting the material I prepared for the round, as well as additional material that will allow you to use this material as the basis for your own campaign. I also have an super-secret ulterior motive for providing this material, which I will discuss after I have posted all the stuff for the round.

Let's start with a glossary I put together for the Wastelands. it's really meant for the GM, but there is nothing in the glossary itself that provides spoilers. See you next post, sometime later tonight!

The Wastelands of Zin – A Glossary

Aldonai CoDominium – The former empire that stretched across the Eiossan Continent. Today, only the twelve or so Dukes of the North lay claim to be the inheritors of CoDominium culture.

Invictus – The field leader of a Free Company.

Adventuring Company – A somewhat satirical name for a Mercenary Company, especially subsets of the full company detached for special duties, such as Darklander suppression, ruin looting, etc.

Free Company – A small military company that takes contracts from the dozen or so Dukes of the North to conduct military operations. They often include non-military specialists that act as an Adventuring Company.

Darklanders – Inhabitants of the Wastelands of Zin, and the Dust Plains to the east. They observe no common codes or rules of conduct, indiscriminately slaughtering all they come across. They are divided into several sub-races.

Solus – God of the Sun and Illumination of the Dodekatheon.

The Church – Formally, The Restored True Faith of the CoDominium, the Church organizes and controls all expressions of faith within the territory of the Dukes of the North. While the church technically worships the Dodekatheon, it is actually more of a monotheistic religion with its roots in a polytheistic practice.

Sevren – The city of Magisters, which by ancient compact is the only institution allowed to teach magic by the Church.

Magister – A master of arts of Theurgy, or “acting on the Gods”.  A Magic User.

Dukes of the North – Twelve nobles houses that rule the duchies of the northeast of the continent, last remnant of the Aldonai CoDominium. They constantly engage in small scale intrigue and battles, relying on feudal forces and the Free Companies.

Wastelands of Zin – An area of devastation that underwent a vast disaster some 200 years earlier. There are ruins of ancient cities in the wastes, which are mostly inhabited by The Dead and Darklanders.

Freeholds – Independent small holdings on the borders of the Wastelands of Zin. The Borderlanders stave off Darklander incursions (and worse) from the wastes, sometimes with the help of the Dukes of the North, but most often alone.

Consagh – An Ancient race, found only in the city of Lareth in the Wastelands.

Dwerrow – An Ancient race, found usually in their mountain Retreats. This fractious people regularly produce exiles who serve humans throughout the North. Dwarves.

Eldar – An Ancient race, found usually in the Shadowed Isles. This arrogant and proud people occasionally provide aid to the people of the North, and their wandering ‘ambassadors’ are often found meddling where they don't belong.

Tuesday, April 16, 2013

The Dangers of OSR and DIY Gaming

This is a bit of hyperbole on my part. These are not the sort of dangers that lead to nasty acid burns or wigging out because your character died. Instead, it’s more akin to a kind of faux pas that comes along with taking what can be an unpopular course of action.

A bit of background. About six or seven years ago, I told myself, “Self, you like gaming. Really like it. You are a fairly decent GM. Why aren't you doing it more?” I didn't really have a good answer, so I made a concerted effort to play more, and not just RPGs, but other types, like board and card games. I was running RPGs a lot more, at least two or three sessions a week, and had three official games running. My reasoning being that if one or more games were cancelled, I would still have at least one day a week that I would be playing. It worked out, and even though I burned out running 3.5, I got to spend a lot of time with my friends, and played a lot of games.

On Saturday nights, I played Pendragon with one group of friends. That campaign lasted for several years, until one of the players decided that he was dissatisfied with the game and asked for a change. I complied, and we started playing a number of different games, which eventually led to people stopping playing altogether. I tried playing both LotFP and the DCC RPG with this group before it finally fizzled out, and those were the games that finally broke the camel’s back. One player in particular felt that the game restricted his ability to accomplish the heroic stuff he wanted to do, an old complaint about OSR games that I disagree with, but have to accept when others hold this opinion. None of these players have moved to any of my other games, but I still see most of them on an irregular basis, and count them as my buddies. This group had three regular players, and three floaters.

On Tuesday nights, I ran the Age of Worms Adventure Path for D&D 3.5, and by the time the thing was half over, I was sick and tired of the system, as I have spoken of before. The adventures were fairly cool, and mostly not too broken as conventional D&D adventures, but I still really hated both prepping and running the thing. I stopped running it as we were beginning the very last adventure, which should tell you something about how I felt about the experience. Three of the players (out of six) eventually participated in my new, OSR inspired Friday night game.

On Monday nights, I played in an online game, my Miskatonic Legacies Call of Cthulhu game. This had been going on for five years, with three to four regular players for most of the run. I had one player drop out halfway during the campaign. We played using a Teamspeak server, which was perfect for CoC, for the majority of the run. All those guys, with one exception, live out of state. We plan to play again together, but without me as the GM.

Three years ago I got married, which began to restrain my available free time somewhat. (Ahem.) I have actually tried to run a couple of other campaigns during that time, along with some one-shots and tournament rounds. I tried to run classic Traveller three times, once with the CT rules, once with Mongoose Traveller, and once using FATE, but I wasn't able to sustain more than half a dozen sessions each time.

The Saturday night game ran through a number of systems after Pendragon, including Eclipse Phase (which I aborted before it began – I loved the background, but hated the system), LotFP, Runequest 6 & 7, Grimm, and the DCC RPG, which goes to show just not what to do with your regular group, I think. When I first started blogging, one of the players wrote me, impassionedly detailing his objections, which were based on the fact that he felt he expressed himself through character builds with more complex systems, not through role playing.

So now I am left with a single game, the Friday night Wilderlands campaign, which is an S&W hack using elements of B/X-LL-LotFP, along with a long list of my own variants. That meets about twice a month on average, given the inevitable cancellations. It has had a total of nine players. Two have moved out of state, and two only showed up for a couple of sessions before leaving, both former players of my 3.5 game. One was explicit in his disdain for doing all the stuff he had already felt like he had done 20 years ago, and the other left for reasons having to do with it being too long a trip to the game. I think.

So, I am down to one campaign out of three, and many of my former players (say 3-4?) simply are unwilling to play an OSR style game with me. And, frankly, I have to be OK with their decision. It’s their decision, after all, and they have the right to decide for themselves what kind game is to their liking and what kind of game is not. I know that I am having a blast, and am looking forward to seeing how the current roster of characters grow and adapt in unexpected ways, rather than being built, Frankenstein-like, right out of the gate. They still haven't grokked the amount of freedom they possess, in terms of character actions that are outside of the box during combat, as well as in terms of the campaign, but they are starting to grasp at it. They are already dizzied at the amount of rumors and scenario hooks present in the Wilderlands, which communicates that sense of possibility and mystery I get when I look at those wonderful maps.

Some people are never going to want to play this way. They are always going to want more character options, faster advancement, more power, etc. But I have to say that I believe that I have learned a lesson that they have not.

Sometimes, less is more.

I had to stop blogging the previous semester in order to work on my Honors Thesis, but that being almost done, I wanted to start blogging again in time for Swords & Wizardry Appreciation Day. Tomorrow, tune in for an entire campaign, exclusively for S&W. No foolin’.