In the midst of my work on the Dwimmermount book I'm trying to finish up for publication early next year, I often find myself idly flipping through the books and games I have close at hand. Recently, I've found myself spending a lot of time re-reading the Brave Halfling edition of Swords & Wizardry: White Box. Over the last few weeks, I've come to think that it's probably the most under-appreciated product of the old school renaissance, which is why it's a pity that it wasn't released more widely.
Marv Breig's redaction of Matt Finch's original rules was well done to begin with, but Jesse Rothacher's layout for the BHP edition makes it shine in a way that the initial Lulu.com version did not. Likewise, the artwork, from Mark Allen's covers to the interior pieces by Matt Finch, Edward M. Kann, Jeff Preston, and Chad Thorson, add to what's already a terrific (and reasonably priced) introduction to old school gaming -- probably the best one there is.
I'm often critical of the ways that Swords & Wizardry deviates from OD&D and I won't deny that they still bug me a lot, particularly given the way the game is advertised as "0e," but the fact remains that White Box is an amazing piece of work nonetheless. It's a wonderful, unpretentious, and accessible little game and I wouldn't hesitate to recommend it to someone who's never roleplayed before. So, my hat's off to everyone involved in its creation. Here's hoping Brave Halfling is successful enough to get it back into print again soon. It'd make a great Christmas gift for friends and family interested in finding out more about this crazy hobby we all love.
Showing posts with label mythmere games. Show all posts
Showing posts with label mythmere games. Show all posts
Thursday, October 28, 2010
S&W White Box: An Appreciation
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Wednesday, October 6, 2010
S&W Complete Contents
Over at the Swords & Wizardry forums, Matt Finch has provided a list of some of the most important additions to the upcoming "Complete Rules" version of the game:
Here's the basic scoop, though I may have forgotten something:I'm glad to see a lot of these changes, particularly the addition of the multiple saving throws. Taken together, many of these things bring S&W much closer to OD&D than any of its existing versions. Just how close I can't say without seeing the additional text, which I hope will be made available as a free text file as was done in the past. Looks like some interesting times ahead for Swords & Wizardry fans.
Siege rules
Aerial combat
Mass combat (already there)
Naval combat
Order of combat - splits movement and attacks, but very close to Core Rules
Holmes Basic order of combat as an option
Eldritch Wizardry order of battle method (revised) as an option (rotating initiative based on what characters are wearing and doing)
Core Rules order of combat as option
More descriptions of things like wolfsbane
Wilderness adventuring, including getting lost, and monster encounter tables
Dungeon encounter charts now have specific monsters instead of just a CL listing
Dungeon encounter charts can also be used to generate mixes of different monsters (the orcs have a pet gelatinous cube! Run!)
No more wild boards in the monster listing
Building strongholds - prices for walls and keeps and such
Original saving throw numbers are listed as a chart in a side-box in case people want to use those.
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Thursday, August 26, 2010
Kerfuffle de la Semaine

- This is one of those times where it's difficult to take sides, because, truthfully, I really can see the merits of each position. I know that sounds like a cop-out (and I'm frequently accused of being too pacific -- except by those who think I'm an intemperate Puritan, but that's a topic for another day), but I really mean that.
- I don't believe for a second that the now-removed section of Frog God's "About Us" was intended as a slam against anyone in the OSR, let alone the entire hobbyist movement. That said, I do think it was a foolish thing to include on a game company's website, both because of the possibility of its causing inadvertent offense (which it did) and because it comes across as petty and, frankly, unprofessional, the latter quality being ironically the very thing Frog God was claiming to possess in distinction to their competition.
- I also perfectly understand why the move caused some anxiety in various quarters. The way it was rolled out, right down to the talk of a "merger," made it seem as if Frog God was coming in and "poaching" Swords & Wizardry after lots of amateurs poured their hearts and souls into supporting and promoting it, all the while getting the cold shoulder from larger companies, including Frog God's predecessor, Necromancer Games. Again, I don't think Frog God meant to give this impression, but the fact is they did and it could've been avoided if the roll-out of this announcement had been better handled all around.
- One of the things people often overlook is that, for many old schoolers, not being noticed by larger companies is a feature not a bug of the OSR. They prefer to exist on the margins, outside the notice of the Big Boys (not that Frog God can reasonably be called a "Big Boy," but that's not the point). They've seen how "old school" is slowly morphing into a nebulous bit of marketing speak designed to feed consumerism amongst nostalgia-besotted gamers (witness WotC's upcoming "Red Box" release of D&D IV) and they rightly, I think, worry that this move is another manifestation of that. And given that Frog God is not only changing S&W in terms of content -- the "Complete Rules" vs. the "Core Rules" -- but esthetics, I can't say I blame them.
- Equally overlooked is the fact that there are other old schoolers who've never really gotten over the fall of tabletop RPGs out of the mainstream. They're as committed to the Old Ways as any of us, but they also long for the days when you could go into Toys 'R Us or a major department store and see a boxed version of D&D on the shelves. For these old schoolers, attracting the notice of a better funded, connected, and "professional" company is an unequivocally good thing, because if it leads to even a fraction of an increase in the popularity of the hobby in the world beyond our little echo chamber, there's hope for the future.
- Also overlooked is the reality of what Frog God is doing. According to this page, the initial printing of S&W will consist of only 300 copies -- 100 limited edition hardcovers and 200 softcover ones. That's less than half the number of products that Jim Raggi published in the first print run of his Lamentations of the Flame Princess Weird Fantasy Role-Playing boxed set and about the same for most "small press" companies, probably even less. So, while S&W has a new publisher, it's not as if the game is suddenly going to be much more available than it was before or than other retro-clones are, such as Labyrinth Lord. This shift seems to me to be more about workloads for those involved and not so much about S&W "going mainstream."
- That said, I don't like or approve of the change in the look of the game. The new cover, posted above, while technically very proficient, lacks the quirky brilliance of Peter Mullen's original. It's just another run-of-the-mill D20 era cover slapped on to a game that really deserves its own unique graphical look. I can understand why, for "branding" purposes, Frog God wanted a new cover, but why something so indistinguishable from hundreds of other early 2000s D20 products? Brave Halfling altered the look of White Box for their version and did a good job of it, I think. I am, as I say again and again, not a fan of aping the graphic design of TSR circa 1978 and I've taken a lot of flak for that position. By the same token, why should Swords & Wizardry's "Complete Rules" look like a generic high-end D20 product from 2005?
[A Potentially More Controversial Postscript: I will never cease to be amazed by others' amazement that someone should become emotional and even irrational about news like this. We're dealing with fandom, after all, and all of us are, to varying degrees, strongly emotionally invested in this hobby. If we weren't, we wouldn't spend so much of our free time discussing it with one another. I'm not a very emotional person myself, but I have my moments of enthusiasm, even mania, and they occasionally lead me astray, but so what? I'd frankly be more concerned by a lack of such a response, because it's then that I'll know the flame has finally gone out of this hobby.]
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Tuesday, August 24, 2010
Big Swords & Wizardry News
According to a post here, Mythmere Games will be "merging" with Frog God Games.
August 24, 2010 - Poulsbo WAThis is certainly big news, although I'll admit to not knowing just what this will mean in the final analysis beyond the appearance of yet another version of Swords & Wizardry by yet another publisher. Even so, I can hardly complain about this and hope it means great things for both S&W and the old school renaissance.
Frog God Games, the successor to Necromancer Games, is pleased to announce that effective immediately, Mythmere Games, headed by award-winning author Matt Finch, will be joining up with the Frog God Publishing team to produce even more of the true old-school gaming resources that Necromancer Games and Frog God Games have always been known for.
Matt explained one of the reasons for the agreement as “"There is a large and active community of gamers playing various out-of-print editions of fantasy role-playing games. This alliance is going to be a big leap forward in terms of providing new resources and adventures to those of us who prefer an older-school type of game. It doesn't matter if you're an old-school grognard, a brand-new player, or an experienced gamer trying out this whole 'old-school' thing the internet keeps talking about. You're going to like this".
As a result of this merger, Frog God Games will be publishing the Complete version of the old school, ENnie Award-winning Swords & Wizardry™ fantasy role-playing game, which will be released in November.
“This merger is very much in line with my philosophy on game design, I play an old school game at my table, and have always written and produced books of that genre”, said Bill Webb, CEO of Frog God Games. Frog God Games and its predecessor, Necromancer Games both are known for producing d20 and Pathfinder adventures and sourcebooks with a distinctive “old school” feel. Necromancer, where Bill was partnered with Clark Peterson, produced over 50 books between 1999 and 2007, including Wilderlands of High Fantasy™ (under license to Judges Guild), Gary Gygax’s Necropolis™ and Rappan Athuk, Dungeon of Graves™.
Frog God Games is currently producing adventures to support the Pathfinder™ role-playing system. According to Bill, “This brings together the best of both worlds for me; our material is distinctly old school feel, regardless of the game system. By supporting both formats, I see an opportunity to provide high quality and exciting material to a larger audience. It’s a win for the gaming community.”
Frog God Games will now produce game supplements for both the Swords and Wizardry™ game and for the Pathfinder Game™ (published by Paizo Publishing of Bellevue WA).Swords & Wizardry builds and supports free-form role-playing games.That is to say, games where “light” rules create a framework instead of trying to cover every detail, every rule, and every situation. Over 30 books are currently in production for release in 2010 and 2011.
Matt explained , “There are a lot of gamers out there who are using out-of-print rules quite happily, or who have a vague feeling that they lost some of the game's spirit over the years and don't know how it happened. And then there's the thriving community of old-school gamers on the internet, who have been powering forward for years. I think this new development is going to take us to critical mass. With an old-school game like Swords & Wizardry breaking into the mainstream, with all the power of Frog God Games behind it, I believe that all these three gamer-communities are about to connect. This is when the thunder starts to roll.”.
The Swords & Wizardry game “clones” the original rules of the fantasy role-playing game that started it all back in 1974, when it was published by Gary Gygax and DaveArneson. Part of the reason for the merger was to expand distribution and enhance production quality by involvement of a larger company. Matt described this as, “a step that has been developing for years, as the old-school community has grown larger and larger, supported by more and more gamers, and, increasingly, even by publishers. And this is the point where it all reaches critical mass, I think. Frog God Games has the resources and the high profile to introduce this particular style of gaming back into the mainstream."
Labels:
mythmere games,
necromancer games,
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Tuesday, June 8, 2010
Initial Mythus Thoughts
Michael Root very kindly sent me a copy of the Mythus RPG Gary Gygax wrote (with Dave Newton, someone I've never heard of) and GDW published in 1992. As I mentioned before, it's a game I read parts of when it was first released and hadn't given much thought to until recently. At the time it was released, it seemed to me like an overly complex rehash of many of the same ideas found in AD&D and, seeing as I was already tiring of AD&D in 1992 (about which I'll talk more in a later post), I didn't think give it a lot of thought.
Re-reading it more carefully since I received the book -- and I'm still only a portion of the way through it -- I'd say that my initial reaction was at least partially correct. It most certainly is overly complex, a fact made worse by Gygax's use of non-standard terminology for even basic game concepts. (Yes, I understand why, given TSR's legal vendetta against Gary, this was the case, but I just can't forgive "heroic persona" as a replacement for "player character.") Likewise, it also is something of a rehash -- perhaps a more charitable way of saying it would be "further development" -- of ideas found in AD&D. However, in 2010, I see the latter as a virtue, whereas I didn't in 1992.
Mythus is, in many ways, a glimpse into Gygax's post-Unearthed Arcana thoughts on game design and fantasy. While I don't think it's reasonable to suggest that what we see in Mythus is what we would have gotten in a Gygaxian 2e, I do think that a lot of what we see in its pages are at least partially derived from material Gygax was considering for inclusion in his version of 2e. To cite but one example, reading through its treatment of magic, I found myself seeing material that likely would have seen use in his never-published mystic, savant, mountebank, and jester classes. That's pure gold for anyone interested in the idiosyncrasies of Gary's vision of fantasy.
And there's lots of stuff like this scattered throughout the book, which is primarily what makes reading through the book palatable. I am reluctant to say this, but I don't think, as a game, Mythus is all that interesting. Gygax has not, as Lester Smith boldly proclaims in the editor's preface, "outdone his earlier work" with Mythus. I don't feel any burning desire to play this game the way I did after reading Chivalry & Sorcery (a feeling that, to be fair, quickly subsided but was nevertheless real). Indeed, I'm not 100% convinced that one could play Mythus as presented.
But that doesn't really concern me. What's vastly more fascinating are all the gems of Gygaxian creativity and insight to be found in nearly every section of the rulebook, things that reflect his enlarged notion of fantasy and fantasy roleplaying. Not all of it is to my liking by any means but it never ceases to be fascinating. Over the next few weeks, I'll be highlighting several of the sections in the book that I find particularly worthwhile. I suspect others will find them just as fascinating as I do.
Re-reading it more carefully since I received the book -- and I'm still only a portion of the way through it -- I'd say that my initial reaction was at least partially correct. It most certainly is overly complex, a fact made worse by Gygax's use of non-standard terminology for even basic game concepts. (Yes, I understand why, given TSR's legal vendetta against Gary, this was the case, but I just can't forgive "heroic persona" as a replacement for "player character.") Likewise, it also is something of a rehash -- perhaps a more charitable way of saying it would be "further development" -- of ideas found in AD&D. However, in 2010, I see the latter as a virtue, whereas I didn't in 1992.
Mythus is, in many ways, a glimpse into Gygax's post-Unearthed Arcana thoughts on game design and fantasy. While I don't think it's reasonable to suggest that what we see in Mythus is what we would have gotten in a Gygaxian 2e, I do think that a lot of what we see in its pages are at least partially derived from material Gygax was considering for inclusion in his version of 2e. To cite but one example, reading through its treatment of magic, I found myself seeing material that likely would have seen use in his never-published mystic, savant, mountebank, and jester classes. That's pure gold for anyone interested in the idiosyncrasies of Gary's vision of fantasy.
And there's lots of stuff like this scattered throughout the book, which is primarily what makes reading through the book palatable. I am reluctant to say this, but I don't think, as a game, Mythus is all that interesting. Gygax has not, as Lester Smith boldly proclaims in the editor's preface, "outdone his earlier work" with Mythus. I don't feel any burning desire to play this game the way I did after reading Chivalry & Sorcery (a feeling that, to be fair, quickly subsided but was nevertheless real). Indeed, I'm not 100% convinced that one could play Mythus as presented.
But that doesn't really concern me. What's vastly more fascinating are all the gems of Gygaxian creativity and insight to be found in nearly every section of the rulebook, things that reflect his enlarged notion of fantasy and fantasy roleplaying. Not all of it is to my liking by any means but it never ceases to be fascinating. Over the next few weeks, I'll be highlighting several of the sections in the book that I find particularly worthwhile. I suspect others will find them just as fascinating as I do.
Labels:
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Tuesday, April 27, 2010
REVIEW: Knockspell Issue 4

Issue 4 kicks off with another delightful installment of Allan Grohe's "From Kuroth's Quill" column, the second part of a piece on the use and theory of gates in campaign dungeons. In addition to providing thoughts (and random tables) on what happens when adventurers try to destroy a gate, the article also provides many magic-user spells pertaining to gates. As a referee who recently made a gate an important part of his ongoing megadungeon-based campaign, I found Grohe's column particularly useful.
Joshua Jervais's "Beneath the Crossroads" is the first adventure included in this issue and the first to include rats, an ongoing theme in this issue. Suitable for a party of 1st and 2nd level characters, the adventure presents a small dungeon connected to a cult of a rat god. It's a well-done and evocative little scenario that can easily be dropped into an ongoing campaign. Jeff Talanian also provides a rat-based adventure, entitled "Rats in the Walls." Also for low-level characters, it has a strong pulp fantasy feel to it without being unsuitable for inclusion in most fantasy campaigns. Slightly less immediately useful is the third installment of Gabor Lux's terrific series "Isles on an Emerald Sea," which describe locales from his science fantasy Fomalhaut campaign. As with its predecessors in the series, this article is inspiring but would take some work to adapt to more traditional fantasy campaigns, given its "weird" elements.
Matt Finch's "Megadungeon Tactics: Mission-Based Adventuring" is a useful discussion of how to approach a megadungeon as a player (and, by extension, as a referee). What's remarkable is that, while the article is clearly aimed at players whose experiences of dungeon adventuring are not of an old school variety, Finch nevertheless manages to pack quite a few nuggets of wisdom of interest even to old dungeoneering hands. Meanwhile, Marcelo Paschoalin provides a solid overview of the options and difficulties confronting online rolelpaying games. Michael Curtis (whose Dungeon Alphabet is reviewed later in this issue) shows us how to mine the Greek historian Herodotus for sandbox campaign ideas in "Stealing the Histories." Al Krombach offers up some excellent advice on how to use the mechanical looseness of old school games like Swords & Wizardry in "Free-Form Rules as a Referee's Toolbox," which I found quite engaging.
What old school magazine would be complete without articles filled with random tables? Issue 4 gives us Robert Lionheart's useful "Random Tavern Generator" and "Weird Weather and Other Unexplainable Phenomena" (by several authors). It also includes Scot Hoover's astounding "Artifact Types and Attributes," which is a system for creating artifacts and relics that clearly draws inspiration from Eldritch Wizardry and the Dungeon Masters Guide, while being wholly original (and Open Game Content). Rounding out the issue are new magic items, a reworking of the spell slot system, and an interview with artist Christopher Burdett.
In sum, it's an impressive issue, one with a lot to offer old school fantasy fans. As I noted, Knockspell is increasingly professional in every respect. To some, this is unreservedly a good thing, as it puts the lie to the notion that the old school renaissance cannot compare to the improvements in presentation made since the days of yore. To others, though, I have little doubt that Knockspell might feel a little too "polished" and lacking in the rough edges many old schoolers love. Personally, I think there's more than enough room for both approaches and the fact that Knockspell is now appearing on game store shelves pretty much demands that it put its best foot forward, which is unequivocally does. Knockspell Issue 4 is thus well worth a look, whether in print or PDF form.
Presentation: 8 out of 10
Creativity: 7 out of 10
Utility: 7 out of 10
Buy This If: You're looking for a collection of ideas and resources for use in your old school fantasy campaign.
Don't Buy This If: You prefer to come up with your own ideas rather than using those of others.
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Friday, April 16, 2010
Knockspell #4 Released

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Friday, April 9, 2010
DungeonWorld
I got quite a few emails yesterday asking me my opinion of this blog post at Penny Arcade, where artist Mike Krahulik talks about introducing his group of D&D IV players to OD&D (or, more precisely, Swords & Wizardry) through the medium of in-game time travel:
At the same time, I also think it's a bit silly to suggest that old schoolers need to "pretty themselves up" and start "behaving" for the benefit of the drive-by surfers who follow Krahulik's link into the wider world of the OSR. Grognards are, by definition, a cranky, disgruntled, and often irrational lot; this has always been so. The older guys who hung out at The Compleat Strategist in downtown Baltimore were a cantankerous bunch too, looking askance at snot-nosed kids like me who were violating the sanctity of their hidden fastnesses in the wake of roleplaying's faddish popularity. And while I thought many of them weird -- because, let's face it, they were weird -- I didn't expect them to change their grumpy ways on my account.
In time, we built up a rapport and I learned a lot from them and their experiences, but that rapport was achieved only by accepting and understanding them and their eccentricities, not by their catering to the tender sensibilities of tyros such as myself. This is as true in 2010 as it was in 1982. Anyone not currently plugged into the online old school scene who wants to see what it's all about is going to have to be prepared to wade through a lot of rancor, grouchiness, and occasionally vitriol; that's just the nature of the beast. Anyone who's so aggrieved by this that, upon first encountering it, flees for the hills probably ought to avoid the Internet in general, never mind its old school enclave.
I really don't think we do anyone any favors by being more "open" or "welcoming" -- in short being other than who and what we are. And what we are -- many of us anyway -- is a bunch of guys and gals who think old games are no less fun today than they were in the past. A lot of us get understandably miffed when it's implied, if not outright stated, that gaming has "evolved" since the games we play were first published and that somehow the fun we think we're having with these old games is either unreal or not as great as it could be, if we only cast aside the past and embraced Progress. The old school renaissance is, in part, a defiant rejection of that thesis and I for one make no bones about that. If that offends any newcomers, chances are good they were little more than tourists anyway and we lose nothing by simply being who we are, without apologies.
Does the old school community need new blood in order to prosper? You betcha. I love seeing new blogs and sites spring up, each one created by someone who somehow managed to see past all the "negativity" and "dogmatism" and has come to appreciate the Old Ways -- and old gamers -- on their own terms. Old school gaming will never prove popular with most people, but I don't see that as a bad thing. Consequently, there's little to gain by "putting on a good face" if that face isn't reflective of who we really are. We may not be pretty but we are sincere and it's that sincerity, however irritably it's often shown, that reveals our true face to those willing to take the time to look beneath the surface.
You have been dragged back in time and placed in the bodies of new characters, each of them a key player in the story of the Eladrin in the Estwild. The world has been spun back hundreds of years. Your characters are in a much different time with much different rules. But they are not the only ones who will travel back in time for this adventure. Each of you has also been taken back to 1974 and Original Dungeons and Dragons.Honestly, my opinion on the matter is a resounding shrug of disinterest. I simply can't get myself worked up about it, because, while I agree that Krahulik clearly doesn't understand the appeal of OD&D to those of us who play it, his lack of understanding arises out of ignorance rather than malice. The very fact that he's willing to give OD&D a look at all, even if it is a version he's purposefully de-fanged, speaks well of him and his curiosity about the past of the hobby. Likewise, his inclusion of a link to the S&W site is a very nice gesture and one that ought to give old school gaming a much wider exposure, even if I doubt that very many regular readers of Penny Arcade will be moved to throw off the yoke of modernity and embrace the Old Ways.
At the same time, I also think it's a bit silly to suggest that old schoolers need to "pretty themselves up" and start "behaving" for the benefit of the drive-by surfers who follow Krahulik's link into the wider world of the OSR. Grognards are, by definition, a cranky, disgruntled, and often irrational lot; this has always been so. The older guys who hung out at The Compleat Strategist in downtown Baltimore were a cantankerous bunch too, looking askance at snot-nosed kids like me who were violating the sanctity of their hidden fastnesses in the wake of roleplaying's faddish popularity. And while I thought many of them weird -- because, let's face it, they were weird -- I didn't expect them to change their grumpy ways on my account.
In time, we built up a rapport and I learned a lot from them and their experiences, but that rapport was achieved only by accepting and understanding them and their eccentricities, not by their catering to the tender sensibilities of tyros such as myself. This is as true in 2010 as it was in 1982. Anyone not currently plugged into the online old school scene who wants to see what it's all about is going to have to be prepared to wade through a lot of rancor, grouchiness, and occasionally vitriol; that's just the nature of the beast. Anyone who's so aggrieved by this that, upon first encountering it, flees for the hills probably ought to avoid the Internet in general, never mind its old school enclave.
I really don't think we do anyone any favors by being more "open" or "welcoming" -- in short being other than who and what we are. And what we are -- many of us anyway -- is a bunch of guys and gals who think old games are no less fun today than they were in the past. A lot of us get understandably miffed when it's implied, if not outright stated, that gaming has "evolved" since the games we play were first published and that somehow the fun we think we're having with these old games is either unreal or not as great as it could be, if we only cast aside the past and embraced Progress. The old school renaissance is, in part, a defiant rejection of that thesis and I for one make no bones about that. If that offends any newcomers, chances are good they were little more than tourists anyway and we lose nothing by simply being who we are, without apologies.
Does the old school community need new blood in order to prosper? You betcha. I love seeing new blogs and sites spring up, each one created by someone who somehow managed to see past all the "negativity" and "dogmatism" and has come to appreciate the Old Ways -- and old gamers -- on their own terms. Old school gaming will never prove popular with most people, but I don't see that as a bad thing. Consequently, there's little to gain by "putting on a good face" if that face isn't reflective of who we really are. We may not be pretty but we are sincere and it's that sincerity, however irritably it's often shown, that reveals our true face to those willing to take the time to look beneath the surface.
Labels:
mythmere games,
news,
odd,
other blogs,
snw
Thursday, December 24, 2009
Brave Halfling White Box *In a Box*
John Adams of Brave Halfling Publishing announced that the company has become the publisher of the White Box version of Swords & Wizardry, under license from Matt Finch's Mythmere Games. Better yet, BHP will be producing a new edition of the game, available in four digest-sized booklets in a box. The new edition will include additional material not in the original release, such as, I believe, wilderness adventuring rules. BHP also plans to support the game fully with a line of supplements and adventures.
I think this is great news. White Box is a great ruleset and my own preferred version of Swords & Wizardry, as it's closer to the LBBs than the Core Rules. I find its clean and simple presentation very easy to build upon and I've adopted parts of the game for my Dwimmermount campaign. I'm really looking forward to what Brave Halfling has in store, especially given that the press release notes that White Box will retain its "unique and distinct feel" rather than following the lead of the S&W Core Rules. I think that's a good approach; I definitely plan on paying close attention to this line of products.
I think this is great news. White Box is a great ruleset and my own preferred version of Swords & Wizardry, as it's closer to the LBBs than the Core Rules. I find its clean and simple presentation very easy to build upon and I've adopted parts of the game for my Dwimmermount campaign. I'm really looking forward to what Brave Halfling has in store, especially given that the press release notes that White Box will retain its "unique and distinct feel" rather than following the lead of the S&W Core Rules. I think that's a good approach; I definitely plan on paying close attention to this line of products.
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Monday, November 2, 2009
REVIEW: Knockspell #3

As with the previous two issues, number 3 is available in both print and PDF formats. The issue is slightly cheaper than both the previous ones, while its page count (68) is more than issue 1 but less than issue 2. The layout and interior art continue to be of the same high quality we saw in issue 2 and Peter Mullen's cover is nicely evocative. Knockspell is most definitely not an amateur periodical and, while it's still far from being as slick and "professional" as, say, Kobold Quarterly, it very favorably compares to Dragon at its height, both in terms of presentation and content.
And what content! I am consistently amazed at the old school community's ability to produce new material that excites my imagination, even after 30 years of gaming. Issue 3 contains a number of excellent pieces:
- Allan Grohe's "The Theory and Use of Gates in Campaign Dungeons" is superb, both in its own right and because of its solid grounding in the great literature on the subject to be found in the hobby's past.
- Akrasia's "Pulp Heroes and the Colors of Magic" offers up some swords-and-sorcery style magic and damage rules for use with Swords & Wizardry (or any other old school fantasy RPG).
- John Vogel gives us a fun little chariot racing mini-game compatible with S&W.
- Tim Kask writes another trenchant editorial, "Blame It on the Players," in which he diagnoses where the hobby/industry went off the tracks. I expect it to be every bit as controversial as his last piece on the subject.
- Scot Hoover's "Black Armor, Black Heart" presents an anti-paladin NPC class for use with OSRIC. As with his Necromancer class from the previous issue, Hoover has done a fine job in bringing an old school classic to life in a slightly new form.
- Gabor Lux presents "The City of Vultures," a city from his Fomalhaut campaign world.
- There are several fun random generators, including one devoted to ruins.
- Jon Hershberger gives us a look at "The Planes: Playgrounds of the Rich and Powerful," which provides the nuts and bolts of planar travel for use with S&W.
- There are also new monsters, including the jin, a collection of genie-like races.
- And there's not one but three new adventures, my favorite of which was "Labyrinth Tomb of the Minotaur Lord" by R. Lawrence Blake, but then I've always had a soft spot for labyrinths (and minotaurs).
That's not to suggest that all -- or even most -- of its contents march in lockstep to a Gygaxian tune, but Knockspell's content is not as varied or as whimsical as that of Fight On! That's not a criticism, both because my own take on fantasy is Gygaxian in inspiration and because I think the old school community is strengthened by having different publications, each with its own perspective and style. That said, I think Knockspell has more to offer fans of "traditional" fantasy roleplaying than those who prefer wilder, more eccentric takes on the genre. Knockspell is much more conservative, even staid, in its approach and that's fine by me. The hobby needs an unyielding "anchor" that resists the currents of faddishness in fantasy and Knockspell looks to be assuming that role and I'm very glad of it.
Presentation: 9 out of 10
Creativity: 8 out of 10
Utility: 6 out of 10
Buy This If: You're looking for your fix of largely Gygaxian gaming goodness to inspire you.
Don't Buy This If: Your tastes run to more exotic styles of fantasy.
Labels:
black blade,
finch,
knockspell,
mythmere games,
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Tuesday, September 8, 2009
Miniatures Contest
Center Stage Miniatures has licensed the right to produce Swords & Wizardry miniatures, and they are running a contest for Knockspell Magazine readers! Write up the best new monster and Center Stage will sculpt it and put it into their Swords & Wizardry line. Here are the rules: (1) it has to be a monster; (2) it has to be roughly human-sized; (3) the description has to be in Swords & Wizardry format; (4) the winner has to sign a contract allowing Center Stage to produce the minis for as long as they want to. There’s not a money prize, but it isn’t every day you get to see one of your own creations immortalized in metal.
How to enter the contest: send your monster description, in Swords & Wizardry format, to centerstagehobbies@yahoo.com, attention Matt Solarz, who is the president of Center Stage Miniatures. Center Stage will judge the entries, and the winning entry will be sculpted and sold in the Swords & Wizardry line of miniatures, as well as being published in the magazine. The monster description will also be printed on the packaging for the miniature, with your name as author.
The first contest runs from September 1, 2009 until December 31, 2009. Fire up your creativity and make some monsters!
How to enter the contest: send your monster description, in Swords & Wizardry format, to centerstagehobbies@yahoo.com, attention Matt Solarz, who is the president of Center Stage Miniatures. Center Stage will judge the entries, and the winning entry will be sculpted and sold in the Swords & Wizardry line of miniatures, as well as being published in the magazine. The monster description will also be printed on the packaging for the miniature, with your name as author.
The first contest runs from September 1, 2009 until December 31, 2009. Fire up your creativity and make some monsters!
Labels:
knockspell,
miniatures,
mythmere games,
news,
snw
Tuesday, September 1, 2009
Matt Finch Podcast
The Game's The Thing has a nice interview with Swords & Wizardry creator Matt Finch. It's well worth listening to.
Friday, August 14, 2009
S&W Wins Silver ENnie
Swords & Wizardry won a Silver ENnie Award for Best Free Product at GenCon tonight. If nothing else, it shows that retro-clones are starting to get some recognition outside the old school renaissance. I can't deny that I'd have much rather seen S&W walk away with the gold award, but second place is nothing to sneer at and Matt Finch deserves a round of applause for having produced a game that's received a lot of positive attention in the hobby. Bravo!
Friday, July 24, 2009
Vote Old School
Voting for the ENnie Awards starts today and continues until August 1st. Normally, this would mean very little to me, since I'm as skeptical of fan awards as I am of industry-based ones, but, dyed-in-the-wool hypocrite that I am, I'm making an exception this year. Mythmere Games's Swords & Wizardry has been nominated for "Best Free Product," one of only two products in the category that I think, in my highly biased opinion, abides by its spirit. I'd like to urge everyone who feels the same way to cast a vote for S&W by following this link. I don't expect it to win, but stranger things have happened and, by some stretch it should take the prize, that'd be a remarkable achievement, not just for Swords & Wizardry but for the entire old school movement.
There's also a category "Best Publisher" and both Goblinoid Games and Mythmere Games have been nominated. Since you can vote for up to 20, if you do vote, make sure to cast votes for both these companies, who've done a great deal for the old school renaissance over the last couple of years. We owe them both a debt of thanks for what they've done thus far. Again, I don't expect either one to win, but I'd hate for that to be for lack of trying on our part. So, if you're so inclined, please go vote. I don't normally participate in the ENnies as a voter; I made an exception this year. Perhaps you should too.
There's also a category "Best Publisher" and both Goblinoid Games and Mythmere Games have been nominated. Since you can vote for up to 20, if you do vote, make sure to cast votes for both these companies, who've done a great deal for the old school renaissance over the last couple of years. We owe them both a debt of thanks for what they've done thus far. Again, I don't expect either one to win, but I'd hate for that to be for lack of trying on our part. So, if you're so inclined, please go vote. I don't normally participate in the ENnies as a voter; I made an exception this year. Perhaps you should too.
Labels:
goblinoid games,
labyrinth lord,
mythmere games,
news,
old school,
snw
Monday, July 20, 2009
S&W Nominated for an ENnie
Swords & Wizardry has been nominated for an ENnie award in the category of "Best Free Product." Looking over the list of other products in the category, I notice that three of the five nominees seem to be "quick starts" -- essentially advertisements for other products rather complete games in themselves. Now, EN World can do whatever they want when it comes to the ENnies; these are their awards, after all. Still, I find something a bit silly and, dare I say, inappropriate in having a game like S&W, whose free version is every bit as complete as its retail version, competing against stuff like the Hunter: The Vigil quickstart, which is nothing more than an adventure with pregenerated characters and a stripped down version of the full rules you need to pay for to get.
On the bright side, it's fairly impressive to see an old school product appear on the nominations list at all. That's a definite victory for the old school movement and I hope it's the first of many more to come.
On the bright side, it's fairly impressive to see an old school product appear on the nominations list at all. That's a definite victory for the old school movement and I hope it's the first of many more to come.
Labels:
finch,
mythmere games,
news,
other blogs,
snw
Tuesday, June 16, 2009
Big News for S&W
Looks like Swords & Wizardry carried the day in the May Lulu sales contest. That alone is awesome news, particularly so soon after Fight On! achieved the same feat in the previous sales contest. Potentially even bigger is the fact that S&W will likely be going into regular distribution through an existing (though currently unnamed) publisher, who plans to support the game line with new products.
Both are big victories for S&W and are well deserved. I certainly hope that they will help give this awesome game a higher profile and add yet more steam to the old school renaissance. Great news.
Both are big victories for S&W and are well deserved. I certainly hope that they will help give this awesome game a higher profile and add yet more steam to the old school renaissance. Great news.
Labels:
finch,
mythmere games,
news,
other blogs,
snw
Monday, June 8, 2009
Speaking of OSRIC ...
Looks like the book is finally available in print through Lulu.com in a variety of formats: hardcover, paperback, economy, and full-color hardcover.
It's a shame how annoying Lulu has become to deal with if you live outside the United States, because I'd love to snag some copies of this book, but I'm afraid the cost of shipping simply makes it prohibitive.
It's a shame how annoying Lulu has become to deal with if you live outside the United States, because I'd love to snag some copies of this book, but I'm afraid the cost of shipping simply makes it prohibitive.
Friday, May 15, 2009
REVIEW: Knockspell #2

Issue 1 of Knockspell was an excellent kick-off for this magazine devoted primarily to supporting Mythmere Games' Swords & Wizardry. Issue 2 builds on the virtues of its immediate predecessor by expanding its page count (t0 86 pages, up from 61) and improving on its presentation. In addition, this issue sees the announcement that Knockspell will now be the "official" magazine for OSRIC, as well as for S&W, although Matt Finch states in his Editor's Note that he doesn't "like the word 'official.' Don’t look for any offi cial rules or official anything else to be coming out of this magazine, but you can expect to see more 1e material starting to show up in these pages as we continue to expand the magazine’s scope." Such a statement is nothing new in the old school community, of course, but it's always good to see this philosophical point restated, as it's at the core of the Old Ways it hopes to revive.
As I noted above, the presentation of this issue is a vast improvement over that of the first one. That's almost certainly due to Jeff Preston's coming on board as art director for Knockspell. Everything looks a great deal more polished than it did in issue 1 but without losing that hobbyist quality that's so essential to the appeal of endeavors like this. The interior illustrations are terrific, with many old hands like James Holloway and Liz Danforth joining the best of the new generation of old school artists. The color cover by Peter Fitzpatrick, depicting an adventurer being lowered down into a forgotten ruin, is inspiring and nicely sets the tone for this issue, a good portion of which is devoted to the thief character class.
Given how much material is packed within its 86 pages, it'd be impossible to comment on it all in any reasonably-sized blog post. Therefore, here are some of the issue's highlights in my opinion:
- Allan Grohe's discussion of "dungeon dressing," using the example of doors and how they can be used in different ways.
- Jason "Philotomy Jurament" Cone's expansion of his superb essay on "The Dungeon as Mythic Underworld."
- Four alternate thief classes for Swords & Wizardry, two each for the Core Rules and White Box versions of the game, plus an additional one in an interesting article task resolution in S&W.
- Another fine Fomalhaut adventure by Gabor Lux.
- Interviews with Stuart Marshall, Chris Gonnerman, Dan Proctor, and Matt Finch, where they each talk about the retro-clone games they've created.
- Michael Curtis offers up an amazing article on "Dungeon Oddities" that has already inspired me as I continue to work on my Dwimmermount megadungeon.
- Spell Complexity rules inspired by the fantasy supplement to Chainmail.
- An Arnesonian magic system.
- Many new magic items and creatures.
Issue 2 of Knockspell really does exemplify Mythmere Games' tagline "Imagine the Hell Out of It." For $10.15, you get an impressive amount of imagination, to be used as-is or to inspire your own creativity. I'm not exaggerating to say that this issue reminded me of Dragon during its Golden Age height. What we have here is a hobbyist periodical that manages to walk that fine line between amateur and professional that I consider the "sweet spot" for old school products. This isn't something thrown together in a slapdash fashion nor is it a slick and soulless cash grab. It is, I think, a textbook example of just what hobbyists can do nowadays, given the technology currently available.
Knockspell #2 thus sets a very high bar for its future issues and for future old school products in general -- something about which I doubt anyone can complain.
Presentation: 8 out of 10
Creativity: 8 out of 10
Utility: 7 out of 10
Buy This If: You're looking a terrific collection of articles to inspire your old school fantasy adventures and campaigns.
Don't Buy This If: You've already got all the inspiration you need.
Labels:
imagine the hell out of it,
knockspell,
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osric,
review,
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Thursday, May 14, 2009
REVIEW: The Spire of Iron and Crystal

Indeed, I'd go so far as to say that the main attraction of this adventure, above and beyond its obvious use in challenging a party of 4-6 S&W players, is its eerie, not-quite-right atmosphere. There's an unnaturalness to the module's locale that comes through very powerfully in reading the text. I was reminded a bit of having read The Vault of the Drow, with its depiction of the "dark fairyland" of Erelhei-Cinlu, which I consider a masterpiece of High Gygaxian prose. The difference, though, is that, like a good weird tale from days gone by, The Spire of Iron and Crystal conveys that unnaturalness slowly, bit by bit, making it impossible to point to a single passage or section of the text that encapsulates the overall feeling I came away with after having read it.
That makes it difficult to explain, even in a lengthy review, precisely why I liked the module so much. On the face of it, The Spire of Iron and Crystal is much like dozens of other modules over the last 30+ years: the characters head off to investigate a mysterious location reputed to hold dangers and fortune and from which no others have ever returned successfully. The location in question is the eponymous Spire of Iron and Crystal, "four massive, egg-shaped crystals are mounted into a twisting, ornate structure of rounded metal girders, one crystal at the top and the other three mounted lower down." As one might expect, the Spire's four levels are inhabited, but these inhabitants are (mostly) creatures unlike any the characters have ever encountered before. Consequently, the module includes nine new monsters, including the korog, a prehuman race of subterranean beings that built the Spire.
The Spire of Iron and Crystal is a "pure" adventuring locale. Although there is a brief backstory about the korog and the original purpose of the Spire, very little of that comes into play unless the referee wishes it to do so. There are no essential encounters, boxed text describing your character's feelings about this eldritch place, or dramatic speeches by the Big Bad Evil Guy. What you get instead is an extremely well presented dungeon filled with weird magic and technology, clever traps, deadly monsters, and commensurate rewards. Yes, there's some great potential here for expansion. I can easily see using this module as the kick-off of an extended campaign involving the korog and their underground civilization, but, as written, the module makes no demand that the referee or the players be interested in such things. The Spire of Iron and Crystal is thus a fine modern example of the location-based approach to adventure design that gave birth to some of the best modules in D&D history.
Retailing for $9.95, this is an excellent mid-level adventure module for referees looking for a slightly more outré locale into which to throw the characters in their campaign. I suspect it will prove a very difficult challenge for many players. Finch pulled out all the stops in writing this one, creating both a truly memorable environment and filling it with obstacles to test even experienced players. If I have a complaint about The Spire of Iron and Crystal, it's that it feels a little cramped. I kept expecting there to be more than its four levels (most of which have only 15-20 rooms), but that probably speaks more to how much I enjoyed it than to any deficiencies in the text itself. And, as I said, the module gives more than enough hooks on which to hang many more follow-up adventures -- high praise for any module, especially one as unique and evocative as this one.
Presentation: 7 out of 10
Creativity: 9 out of 10
Utility: 7 out of 10
Buy This If: If you're looking for a well-done mid-level fantasy adventure that offers plenty of room for expansion
Don't Buy This If: You don't like location-based adventures or dislike the presence of even mild science fantasy elements in your fantasy games
Labels:
finch,
modules,
mythmere games,
old school,
review,
science fantasy,
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Wednesday, May 13, 2009
Knockspell #2 Now On Sale
News from Matt Finch of Mythmere Games:
Knockspell issue #2 is now on sale at the Swords & Wizardry storefront. This issue contains dungeon design advice from both Allan Grohe and Philotomy Jurament, an adventure by Gabor Lux, and all kinds of other articles from jousting to monsters and all points in between! The art in this issue is phenomenal: artists include Jim Holloway, Liz Danforth, and others. The cover piece is "Dungeoneer," by Peter Fitzpatrick. Games covered include 0e, 1e, Swords & Wizardry, OSRIC, and other retro-clones. 86 pages. Note: the pdf isn't up as of 5/13, but will be up shortly.
DURING MAY the prices of Knockspell #2, Spire of Iron and Crystal (module), The S&W/0e Monster Book, and Eldritch Weirdness Compilation Books Three to One are all reduced, because we're in the middle of another lulu sales competition.
Table of Contents:
3 Editor’s Note, Matt Finch
4 Art Director’s Note, Jeff Preston
4 From Kuroth’s Quill, Allan T. Grohe, Jr.
8 The Dungeon as Mythic Underworld, Jason “Philotomy Jurament” Cone
14 The Trouble with Thieves, James Maliszewski
16 WhiteBox Thief (1): The Treasure Seeker, Rob Ragas
17 WhiteBox Thief (2): The “Standard” Thief, Salvatore Macri
18 Core Rules Thief (1): The Skillful Shadow, Salvatore Macri
20 Core Rules Thief (2), James Maliszewski
21 Thieves and Tasks, Akrasia
24 Isles on an Emerald Sea 2, Gabor Lux
31 Retro-Clones: Interviews with the Authors
36 Jousting (Optional Rules), Brendan Falconer
37 Dungeon Oddities, Michael Curtis
45 The Zocchi Experience, Matt Finch
46 The Claws of Ssur-Sparih, James Carl Boney
47 Random City Lair Generator, Sean Wills
48 Random Thieves Guild Generator, Robert Lionheart
51 The Fantasy Marketplace: Looking at Merchants Differently, Michael Shorten
55 Spell Complexity (Optional Rules), Brendan Falconer
57 Thoughts on Arnesonian Alchemy in the Original Dungeon Game, Jason Vasche
60 When is a Spell Book Much More than a Spell Book?, Brendan Falconer
62 Random Pits & Occupants, Mike Davison
63 Magic Swords & Treasure Maps, Jason “Philotomy Jurament” Cone
67 Leprechauns, David (“Sham”) Bowman
69 Why White Box?, Jim Adams
71 Surviving Old-School Dungeons, Sean Ahmed
72 Three Sorcerous Creations, James Carl Boney
77 Magic Items
78 Review: On the Road of Knives, Matt Finch
79 Masterminds & Minions, bat
82 The Bestiary
86 Classified Ads
Knockspell issue #2 is now on sale at the Swords & Wizardry storefront. This issue contains dungeon design advice from both Allan Grohe and Philotomy Jurament, an adventure by Gabor Lux, and all kinds of other articles from jousting to monsters and all points in between! The art in this issue is phenomenal: artists include Jim Holloway, Liz Danforth, and others. The cover piece is "Dungeoneer," by Peter Fitzpatrick. Games covered include 0e, 1e, Swords & Wizardry, OSRIC, and other retro-clones. 86 pages. Note: the pdf isn't up as of 5/13, but will be up shortly.
DURING MAY the prices of Knockspell #2, Spire of Iron and Crystal (module), The S&W/0e Monster Book, and Eldritch Weirdness Compilation Books Three to One are all reduced, because we're in the middle of another lulu sales competition.
Table of Contents:
3 Editor’s Note, Matt Finch
4 Art Director’s Note, Jeff Preston
4 From Kuroth’s Quill, Allan T. Grohe, Jr.
8 The Dungeon as Mythic Underworld, Jason “Philotomy Jurament” Cone
14 The Trouble with Thieves, James Maliszewski
16 WhiteBox Thief (1): The Treasure Seeker, Rob Ragas
17 WhiteBox Thief (2): The “Standard” Thief, Salvatore Macri
18 Core Rules Thief (1): The Skillful Shadow, Salvatore Macri
20 Core Rules Thief (2), James Maliszewski
21 Thieves and Tasks, Akrasia
24 Isles on an Emerald Sea 2, Gabor Lux
31 Retro-Clones: Interviews with the Authors
36 Jousting (Optional Rules), Brendan Falconer
37 Dungeon Oddities, Michael Curtis
45 The Zocchi Experience, Matt Finch
46 The Claws of Ssur-Sparih, James Carl Boney
47 Random City Lair Generator, Sean Wills
48 Random Thieves Guild Generator, Robert Lionheart
51 The Fantasy Marketplace: Looking at Merchants Differently, Michael Shorten
55 Spell Complexity (Optional Rules), Brendan Falconer
57 Thoughts on Arnesonian Alchemy in the Original Dungeon Game, Jason Vasche
60 When is a Spell Book Much More than a Spell Book?, Brendan Falconer
62 Random Pits & Occupants, Mike Davison
63 Magic Swords & Treasure Maps, Jason “Philotomy Jurament” Cone
67 Leprechauns, David (“Sham”) Bowman
69 Why White Box?, Jim Adams
71 Surviving Old-School Dungeons, Sean Ahmed
72 Three Sorcerous Creations, James Carl Boney
77 Magic Items
78 Review: On the Road of Knives, Matt Finch
79 Masterminds & Minions, bat
82 The Bestiary
86 Classified Ads
Labels:
finch,
knockspell,
mythmere games,
news,
snw
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