Showing posts with label Swords & Wizardry Continual Light. Show all posts
Showing posts with label Swords & Wizardry Continual Light. Show all posts

Sunday, January 15, 2023

The Future of Prokopius Press

This is likely the most popular thing
Prokopius Press has ever produced.


WotC has officially responded to players of every stripe cancelling their D&D Beyond subscription and hitting Hasbro the only place that hurts: their pocket book. As far as I am concerned, this move by players is about three years late, but I'll take it. The response by Hasbro was not impressive.

As I stated in my last post, Hasbro has shown itself to be wholly unreliable when it comes to keep up their end of the deal when it comes to the OGL. For all intents and purposes, this means that the OGL is dead. This puts me in a bit of a pickle because I have produced a number of games and modules over the years using the OGL. 

Since most of these have been free or PWYW, I have no real fear of WotC ever bothering to come after me, but I really don't want to be associated with Hasbro at all. You may have noticed, all the various links to my free stuff son't work. While some of that is negligence on my part (Google being Google), I am not going to fix those links until I figure out a way to strip the OGL content from all of my works and/or find another license to operate under.

Matt Finch will be releasing his most recent version of Swords & Wizardry with a new license, Autarch will be producing their own license for the next version of ACKS, and the big boys in the 3rd party world of RPGs (Paizo, Kobold, Green Ronin, Chaosium, etc.) are working on a generic Open Game license that will be known as ORC. I will be looking into each as they become public. Since I am a hobbyist first and publisher second, I have no real need to operate under any of these, especially if I do my due diligence and make all of my stuff truly my own.

I will also endeavor to move away from Google. I will not shut this blog down. Indeed, I probably will continue to post general thoughts, news, and other such posts from time to time. As I work to make make all of my stuff non-OGL, I'd like a space that I feel more comfortable using going forward.

When I land in that new space to share the work I do, I will announce it here and have a permanent link to direct you to the next chapter of Prokopius Press. 

 

Tuesday, July 23, 2019

5e Continual Light: D&D Essentials Kit

I have a confession to make. When Robert Conley wrote up a blurb about the D&D Essentials Kit, I got really excited. In it I saw a version of 5e that I could really sink my teeth into and actually play with a level of enthusiasm that I usually only have for B/X, 0e, and their clones. The idea of having a version of a paired-down 5e with only 5 classes that only goes to sixth level all bundled in a 64 page rule book is right up my alley. So, I scrounged up the money, went to my local store and bought it.

I have to admit that I am really happy with it.  The rules do exactly what I want them to do: be 5e without all the extra rules and fluff that I will never use. I much prefer low-to-mid level play and have very rarely seen characters, either as a player or a referee, get beyond 6-7th level. I will grant that the rules do not include monsters or magic items, but I don't see this a an issue. There are a number of monsters included in the adventure that comes with the kit. Additionally, I have so many monster tomes from a plethora of editions that I will never be lacking in that particular department. The kit also comes with a nice selection of Magic Item Cards, which is a nice touch, literally. There is something wonderfully tactile about getting a card for a potion that one then "turns in" when used.

The thing that I really love about this box set, though, is that there is an even simpler game hidden within. I make no bones about the fact that one of my favorite versions of this game is Tenkar's Swords & Wizardry Continual Light. It strips down the rules of classic D&D to its essentials and still allows us to play the classic game. The D&D Essentials Kit introduces a new rule that paves the way for creating a "Continual Light" version of 5e.

On pages 63 and 64 of the Essentials Rulebook is Appendix A: Sidekicks. It re-introduces and re-skins the classic ideas of the henchmen and hireling with an interesting twist. It takes some of the NPC classes from 3e and converts them to 5e. There are three: the Expert, the Spellcaster, and the Warrior. These are presented in a monster stat-bloc with rules to advance them all the way to 6th level.

In other words, you have three stripped down classes: a Rogue-type, a Wizard-type,  and a Fighter-type. The spell list is simple:
0 level:
Fire Bolt
Guidance
Light
Mage Hand
Resistance
Sacred Flame


1st level:
Bless
Burning Hands
Cure Wounds
Shield
Shield of Faith
Sleep


2nd level:
Aid
Invisibility
That's it.

I suppose one could introduce Backgrounds and/or more choice with Skills, but neither is at all necessary. If one just uses the Skills available to these three Classes, this is all you need to know:
Acrobatics
Arcana
Athletics
Investigation
Perception
Performance
Persuasion
Religion
Slight of Hand
Stealth
Survival
Thieves' Tools

I have to admit, I am sore tempted to typeset a "Continual Light" edition of the 5eSRD using these three NPC classes as a jumping off point. Before I go down that rabbit hole, however, I wonder how many would be interested in such a thing?

Would you?

Tuesday, April 10, 2018

SWCL Adventure Module: The Burnt Village of the Restless Dead

I have slowly been working on my own version of The Temple of Elemental Evil for use with SWCL. Rather than releasing it all at once, I have created the moniker Adventure Tools. This allows me to release each finished section as its own adventure that can be modularly added on to any campaign or any megadungeon. The first release can be found here.

This release is a bit unusual in that it is a surface encounter area that leads to a dungeon rather than a part of the dungeon itself. I will be interested to see if and how this gets used.


As is normal for me, this comes with the disclaimer that I am a hobbyist and have edited this as best as I am able, but there will be mistakes. Please consider the comment section a thread for any typos etc. that you catch. Thank you!

The module can be found here.

Sunday, February 11, 2018

Guns & SWCL (St. Haralmbos the Hieromartyr)

Yesterday was the Feast of St. Haralambos, also known as the man who would not die. He was a 3rd century priest when he was arrested at the age of 103 or 113 depending on the source. He was subjected to multiple tortures: flesh stripped from his skin, dragged by horses, iron spikes driven into his flesh, flames, etc. He not only endured it all, but miracles poured forth from him convincing many who witnessed these things to become Christian. Admittedly, I struggled to find a way to apply St. Haralambos’ story to RPGs.

Yesterday was also a very busy day for me, so in the end a gave up and let my Saintly Saturday post pass. Then, as I was going to sleep, a thought came to me about Damage Resistance. This then led me to think about my own attempts to use it (despite my negative experiences with it while playing 3.5) in an attempt to remedy D&D’s weakness for simulating why armor disappeared from the battlefield once guns were introduced. I playtested DR and guns and it was not fun.

The impetus for this is a campaign that keeps boiling up every now and then as a consequence of meditating upon the lives of the saints: a fantasy version of Alaska.

As folks who have been reading this blog for the past several months know, my Gamer ADD has been surprisingly focused upon SWCL its possibilities. I have been pleasantly surprised by how forcing oneself into the minimalism of SWCL how easy it is to express really complicated ideas and worlds.

So, my tired, Haralambos-addled brain started to wonder what would happen if I were to apply SWCL’s minimalism to guns in an attempt to emulate the transition away from armor that happened when guns became prevalent?

The problem is Armor Class. D&D’s combat is all about over-coming armor and guns made armor largely irrelevant. Thus, there has to be a minimalist way that guns can ignore AC. As far as I am concerned, the simplest mechanic to use would be the Save.

In other words, guns would operate much in the same way that a Magic Wand works in SWCL:
Magic Wand: cast one 1st level magic-user spell (chosen by referee), 3 times per day.
The one 1st level spell that does damage is Magic Missile:
Magic Missile:
Range: 250 Duration: Instant.
A magic dart unerringly strikes a single target for 1d6 damage.
This, of course, bears little resemblance to a muzzleloader: the range is off as well as the accuracy; however, this allows for some fiddling to make this "Magic Wand" function more like an 18th century musket or pistol.

SWCL gives bows a Range of 100 ft. Of course, this seems historically inaccurate. An English Longbow probably had a range of around 400 yards. Two things to remember, however:

  • Bowmen did not fire at individual targets in battle, they fired at an area in volleys.
  • The Range given in SWCL can be interpreted to be either short range or point blank range and therefore its effective ability to target individuals could be increased to upwards of 300 ft. which seems reasonable given combat conditions.

Napoleonic era tactics had 100 yards as the outside effective range for a volley of musket fire. This would place an effective SWCL range for targeting individuals at 25ft. Given the classic image of the 18th century duel, this sounds fairly reasonable.

Muzzleloaders are infamously inaccurate, so targets should be able to make a Save in order to avoid damage.

In terms of frequency (given the short range and the Save) and given the time to reload, it could be ruled that a gun may be used once per combat.

Thus, what we are left with is the following:
Muzzleloader:
Range: 25 Duration: Instant.
A gun that may be fired once per combat. Target must make a Save or take 1d6 damage.

Tuesday, February 6, 2018

SWCL Adventure Module: The Hermit Caves

I've been slowly grinding away at my own version of The Temple of Elemental Evil, and I have finished the first section: The Hermit Caves. As I mentioned in a previous post, I am releasing this SWCL megadungeon piecemeal. In this way, I can get the parts of this project I've finished out more quickly (as opposed to waiting until the whole project is done), but I also get to experiment with the design goal of flexibility. This module can be run as-is, easily attached to an existing dungeon or be used in conjunction with my other MyToEE adventures.


As per usual, this comes with the disclaimer that I am a hobbyist and have edited this as best as I am able, but there will be mistakes. Please consider the comment section a thread for any typos etc. that you catch. Thank you!

The file can be found here.

Sunday, December 3, 2017

It's Re-Imagination Time!

As those who have followed this blog over the years are probably aware, my favorite TSR module of all time is T1:The Village of Hommlet. There really is no contest. It is one of the very few TSR modules I have actually ran as a Referee and it is the only one I have ran multiple times. I have even re-skinned it on numerous occasions. Headwaters in my Lost Colony Campaign started life as the map from T1.

It should come as no surprise, then, that I was sore disappointed when T1-4: The Temple of Elemental Evil finally made its way to publication. While I have used the surface temple map as an entrance to other dungeons, I have never actually bothered to run it outside of a failed attempt at a solo campaign from some summer when I was in college and was desperate for some gaming.

Therefore, it has been the TSR module I have most wanted to re-imagine a la Slave Pits of Abhoth are to A1: Slave Pits of the Undercity and The Caves of Cormakir are to B2: The Keep on the Borderland. I have drawn maps, re-skinned Druids as elemental monsters and fiddled with the idea for years. Unfortunately, nothing has ever really inspired me to go beyond tinkering.

While I have been working on my various alternate versions of SWCL, I have been trying to wrack my brains as to what kind of adventure I could write up to support SWCL since it has set up permanent residency in my gamer heart and mind. It occurred to me that I could write up a mega-dungeon based on maps I’ve done in the past and ran in my Lost Colonies Campaign (with mixed results, thus justifying the re-write). It also occurred to me that these maps could be the foundation of my version of ToEE. Once I had that thought, ideas just started flowing.

The first big idea, the one where this will most obviously be a re-imagining, is to ditch the 4-part European elemental system and replace it with the 5-part Asian system. In terms of gaming, it offers a lot of world-building and factional goodness that the 4-part system lacks. For example, each element has two “opposites,” one element it likes to work with and another that likes to work with that element. Therefore, there is a given structure to motivations and factional disputes that is really easy to re-skin for use in an RPG.

There are also a bunch of associations that are made with each element that are not necessarily obvious at first glance, but not only make some sense but suggest a much richer elemental creature catalog than that suggested by a 4-part elemental structure. For example, here are how the animal associations are described:
Wood = Scaly
Fire = Feathers
Earth = Human
Metal = Fur
Water = Shelled
Given that we are talking about a corruption of nature, this gives me the ability to assign two different archetypal creatures to each element: one is ideal and the other is corrupt:
Wood = Dragonborn/Troglodyte
Fire = Kenku/Dire Corby
Earth = Human/Humanoid
Metal = Ratling/Wererat
Water = Crabmen/Spiders and Driders
Once you start skinning these creatures in elemental clothes and add in other related creatures this very quickly becomes a fertile ground for all kinds of ideas.

Finally, there is one really punny idea that really started this ball rolling and one that as an Old Grognard I cannot resist: Hermit Crabmen.

Wednesday, November 29, 2017

Gene Wars (SWCL)

For those wondering where I have been the last couple of weeks, I have been fighting with Gene Wars, my third installment of Swords and Wizardy Continual Light alternate versions. And I do mean fighting. I went through three editorial choices on this puppy before it finally relented and I could stop thinking about it. Whenever I started to actually write something for the blog, an idea for Gene Wars would intrude and off I was trying to make the thing leave me alone.

At any rate, I present to you Gene Wars:


You can find it here.

As per usual, I am pretty sure there are errors throughout. If you are so inclined, please leave comments below of any you happen across. Thank you!

Friday, November 10, 2017

Advanced Edition SWCL + Mutants

As I was meditating on an “Advanced” version of SWCL and looking through some of my old gaming notes, it occurred to me that Goblinoid Games produced Mutant Future before it produced Advanced Edition Companion for LL. I also noted that I have endeavored a couple of times to create a Thundarr the Barbarian-esque take on D&D. Therefore, the beginning of idea began forming in my head: what if “Advanced” SWCL was a mash-up of stuff from SWCL, the stuff I’ve done with MMII and FF as well as elements from a Mutant Future/Gamma World-type setting?

Here is how I would do it:

Rather than the classic trope of a nuclear holocaust leading to the kinds of mutations one expects out of MF/GW, I would steer in the direction of Star Trek II: The Wrath of Khan. In other words, the thing that destroys civilization as we know it isn’t a nuclear conflagration, but rather the attempt to avoid such an event through genetic manipulation to create the perfect soldier. Thus, the end of the world comes with a "Gene War" rather than a nuclear one.

This scenario justifies the existence of elves, dwarves, halflings, beastmen and even mutants. All of these are attempts at super soldiers. It even justifies all kinds of cosmetic weirdness in human characters. What to play a blue-skinned warrior with a pink mohawk? Sure. Chalk it up to instability in the over-manufactured human genome.

An intro might look something like this:

Sometime in the future, the human race embarks on a journey to transform themselves by playing with their own genetic makeup. This coincided with the expansion of humanity into space. Inevitably, war happened. What the exact reason for fighting or who fought who is lost to time. In fact, no one rally even knows if they are over or still ongoing. Due to the genetic quest to find the perfect soldier, the conflicts that arose came to be known as the Gene Wars.

The planet that is now know as Ur is the site of a major space battle took place during the Gene Wars. Scores of damaged ships crash landed on Ur, bringing with them humanity, technology, and a menagerie of genetically engineered monsters. The space battle look place generations ago, and its significance is lost on all those who have descended from the survivors. However, the crash sites remain and there are still technologies and treasures of a much more advanced society still riddling the landscape.

Ur is now a planet of many races and monsters. Individuals from each generation rise up to brave the wilderness to find treasures and monsters at crash sites of the spaceships damaged from that long-forgotten battle.

I already have a collection of monsters I would deem MF/GW-worthy organized into three broad categories: Machine, Mutant and Alien. I would need to stat up some more classes/races: Mutants, Clones and Purebred Humans.

Thus, the final project in all this would include:

  • Humans
  • Dwarves
  • Elves
  • Halflings
  • MMII Elves
  • MMII Dwarves
  • Mongrelmen
  • Ursani
  • Tengi
  • Tabaxi
  • Mutants
  • Clones
  • Purebred Humans

In addition, it would contain all the monsters from SWCL, Swords & Shapeshifters, Fiends & Falchions as well as 30 more that fit in the MF/GW mold.

I can even imagine future/alien technology being described in terms of extant magic items from SWCL. For example:

Plasma Gun: Functions as a Magic Wand (Magic Missile usable 3 x a day); however, rather than being limited to the Magic-user class, it is usable by anyone but requires a Save to activate. 
Grenades: Function as a Scroll, but (again) usable by anyone but requires a Save to activate. Thus, you could have a Stun Grenade (Hold Person spell).

Or, should I just do up another Alternate Version of SWCL that just encompasses MF/GW and let folks mix and match as they wish?

Thursday, November 9, 2017

Advanced Edition SWCL

One of my favorite (if not the favorite) retro-clones is Labyrinth Lord. As I have said on many occasions, the reason I like it so much is its modularity. Goblinoid Games has produced a whole line of compatible titles from different genres so that you can port into your game whatever ideas, races, classes, magic, items, etc. you want. In terms of playing AD&D, Labyrinth Lord Advanced Edition Companion is my favorite version because it gets rid of all the fiddly stuff I don’t like about 1e and smooths out the corners with all the stuff I love about B/X.

I have been busy of late making alternate versions of SWCL and I thought it would be fun to do an Advanced Edition treatment to the rules. The questions becomes, what exactly is missing from SWCL that would justify an “Advanced Edition?” Here are a few ideas:

  • Gnomes
  • Half-Elves
  • Half-Orcs
  • Illusionists
  • “Gygaxian” Monsters
  • Artifact/Relic-like Magic Items
  • Ability Inflation

In terms of the missing races, I want to take advantage of Moldvay’s description of Gnomes:
Gnomes are a human-like race related to dwarves
Sounds a bit like a half-dwarf. Thus, all the missing races can be understood to be half-bloods. As such, they can be any class just like their human parent; however, they don’t get the full-blown the racial abilities of their non-human parent. Rather, they get to advance in one of the Optional Classes without having to put in an extra adventure every level to advance. The Optional Classes would be as follows:

  • Half-Elf: Ranger
  • Half-Orc: Assassin
  • Gnome (Half-Dwarf): Illusionist

Speaking of the Illusionist Optional Class, we need to make one:
Illusionists function exactly as Thieves, except they can cast a limited number of Magic-user spells as if they were a magic-user of one level lower. The spells Illusionists can cast are as follows:
1st Level: Charm Person, Detect Magic, Light
2nd Level: Illusion, Invisibility
3rd Level: Dispel Magic, Summon (Illusory) Monster
By “Gygaxian” Monsters, I mean those monsters that suggest a monster ecology. For example, Hobgoblins can speak the language of carnivorous apes and these creatures can be found in Hobgoblin lairs. Therefore, the plan is to find 10 or so monsters that can interact with the monsters provided in SWCL to create more "Gygaxian" monster ecologies.

The Magic Items in SWCL are wonderfully simple and generic. The Magic Items of AD&D are often quite specific. For example: Sword +1 Flame Tongue +2 vs. regenerating creatures, +3 vs. cold-using or avian creatures, +4 vs. undead. What I am suggesting is that rather than introduce Hand of Vecna-level magical artifacts to the game, add some of those wonderfully specific magic items found in the 1e DMG as one-of-a-kind magic items worthy of going on a quest for.

Finally, for me, one of the most iconic aspects of AD&D (and one of its most ridiculous features) was exceptional Strength: all those fighters running around with 18/xx Strength. I have no real desire to go there; however, something must be done to encourage and reward players for being human, otherwise there are no human rangers, assassins, illusionists, etc. Thus, the Optional Rule that humans get to switch out their lowest stat with a 15 will become standard.

Tuesday, November 7, 2017

Fiends & Falchions (SWCL)

Well, my latest alternate version of Swords & Wizardry Continual Light is finished, but this one feels different. It is SWCL. It is D&D stripped down to its essentials. Yet, it isn't.

I'll be interested to hear folk's impressions as they read this. Again, I really haven't done much to the nuts and bolts of SWCL, so I am curious if this reads any different for you.

As per usual, I have done my best to edit out typos and errors, but I am sure there are several riddled throughout that have gotten past these efforts. Please also consider this a thread for pointing out these errors. Thank you.

In the meantime, I hope everyone enjoys! You can find the link here.

Sunday, November 5, 2017

FF Monsters and SWCL Part 2

Back when I first started looking into the FF seriously, I made the observation that the number of monster entries per page was significantly lower than the MMI. I chalked it up to the growing complexity of D&D and its inevitable crawl towards the rules-heavy editions to come. I also admitted that, despite being my favorite of all the early monster collections, there were a number of monsters I’d never used specifically because of the verbose entires and all the little fiddly bits associated with these creatures.

Now that I am actually converting a selection of FF creatures to SWCL, I find myself struggling to keep the texts describing several of these monsters short. Of course, by “short” I mean the one sentence descriptions that characterize so many of the creatures in SWCL. For example:
Zombie
AC: 8[11] HD: 2 Attacks: +2, slam (1d6) Move: 6 Special: Undead
Shambling corpses who crave the blood and brains of the living.
Compare that to a similar HD undead creature that I’ve endeavored to convert from the FF:
Huecuva
AC: 2[17] HD: 2
Attacks: +2, claw (1d4) Move: 6
Special: Undead; Immune to Normal Weapons; Disease; Spellcasting; Vulnerable to Silver
Robed, worm-eaten walking corpses can cast Illusion on themselves three times a day to appear to be normal. When hit, victims must make a Save or get a diseased that prevents all magical healing until the victim receives a Cure Condition spell. Huecuva take +1 damage from silver weapons.
Note that I have seriously trimmed this down from its original and even from its simplified version in the S&W edition of Tome of Horrors Complete.

To put this more concretely, SWCL averages 6 monster entries per page. When I put together Swords & Shapeshifters, I managed to get 7 monster entries per page. I am guesstimating that I’ll be around 4 entires per page when I am done typesetting my FF version of SWCL.

It's fascinating that, despite my efforts at finding the simplest way to present these monsters, I am finding myself following in the footsteps of Don Turnbull and company. I am writing verbose monster descriptions and I am beginning to understand why.

The monsters that inhabit both SWCL and MMI are largely creatures that pervade our cultural consciousness. Even if someone who doesn’t play D&D or has never read Tolkien will still have an idea of what an orc is. Certainly the word “zombie” needs little to no description at all.

In contrast, the FF is full of creatures that the average person may have never heard of before. Huecuva certainly falls into this category. Whereas I can assume most people will be able to fill in the blanks when it comes to goblins, orcs and zombies, I can’t when it comes to creatures like the huecuva, volt and even the somewhat familiar flind.

In retrospect, this may be what has so powerfully drawn me towards the FF: there are very little cultural preconceptions about the creatures found in its pages. Therefore, I am more free to expect more of what I want from them than I ever could from an orc.

Friday, November 3, 2017

FF Monsters and SWCL

I am in process of converting a bunch of FF monsters to SWCL and it is actually kind of a fascinating process, assuming that one can only use the FF as a source (which I am). Besides the various systemic differences (which, to be honest, are really just figuring out ways to trim down the mechanics to their most elegant simplicity) I am facing three larger issues:

  1. Non-OGL monsters. One of the most iconic monsters of the FF (the Githyanki) and one of my favorite (and criminally under-utilized) monsters (the Slaad) are non-OGL and therefore have to be re-imagined in ways that feel familiar but, for legal reasons, are different.
  2. References to creature outside the FF. The best example of this is the Flind. These are a special type of Gnoll, which don’t exist within the confines of the FF. To a lesser extent, this is also an issue with the Githyanki because their lore so heavily relies upon the Mind-Flayer, which not only doesn’t exist within the confines of the FF, but are also non-OGL.
  3. There are about 160 monster entries in the FF. Due to the scope of SWCL, that number needs to be trimmed to about 30 and those 30 need to present something that resembles a cohesive science-fantasy world-view.

The first is actually probably the easiest of the three to solve because I have already treaded these waters before. I have a collection of monsters I used when I wrote The Caves of Cormikir, which was my version of B2:The Keep on the Borderlands that conceptually would have been part of the Basic D&D boxed set had the FF been the source of all the monsters. I also have my own version of the Githyanki that I have used for years in my Lost Colonies campaign.

Nonetheless, I still have to cut out the creature references from sources outside of the FF. There are two main ways I plan to do that:

In the case of the Flind, being described as hyena-men gives me leeway to create an entire class of monsters called “Beastmen” of which the Flind is a type. This then gives me the freedom to re-skin virtually all the of various humanoid monsters as some variation of the “beastman type.” Bullywugs become frogmen. Kuo-Toa become fishmen. Grimlocks become molemen, etc. This also allows me to re-skin Flinds, Ogrillons and Lizard Kings as exceptional types that exist within all variations of beastmen.

The second main strategy is to re-write the narrative behind the Githyanki (Sons of Cyn). Rather than their ancient conflict being with the Illithid, that conflict will be with the Slaad. Since the the number if demons and devils in the FF is rather sparse and since their really is no significant difference between Chaotic Neutral and Chaotic Evil in my book, the Slaad will also be a nice stand-in for demons and devils (I’ll call them Fiends of Entropy as a little nod to the title of FF).

This conflict, rather than happening across various planes of Gygax’s cosmology, happens, for lack of a better phrase, in the Prime Material Plane. As a consequence, creation itself has begun to rebel. This is the origin of things like dragons, who are more personifications of elemental forces than a traditional D&D dragon. Since FF dragons are “Oriental” I’ll use the five-point Asian elemental system rather than the four-point European. This will give a framework from which to understand all of the creatures I choose: they have evolved out of this greater conflict between the Sons of Cyn and the Fiends of Entropy.

This, then, gives me a criteria to trim the fat, as it were. If I can’t see a way to include a creature in these two frameworks (beastmen and the conflict between the Sons of Cyn and the Fiends of Entropy), I just won’t include it.

Wednesday, November 1, 2017

SWCL + FF

Long before I ever went through the Monster Manual 2 to see what would happen to B/X if the only monsters available to Moldvay came from the MMII, I did the very same thought experiment with my personal favorite the Fiend Folio. Since I have already produced a version of SWCL that uses only MMII monsters, I thought I'd do the same with the monsters of the Fiend Folio. So, as a preview, here is the cover art:


Saturday, October 28, 2017

Swords & Shapeshifters (SWCL)

Since I couldn't really think of anything to write about St. Stephen the Sabaite on his Feast Day, I decided to do as much as I could to finish up my alternate version of Swords & Wizardry Continual Light in his honor.


As per usual with a hobbyist like myself, I am sure there are several typos and errors riddled throughout. Consider this a thread for pointing out these errors. Thank you.

In the meantime, you can download it here. Enjoy!

Friday, October 27, 2017

Half-Elves for SWCL

One of the ideas from 0e that I truly find fascinating is the idea that elves can adventure as fighters and magic-users, they must do so one class at a time. Unlike later editions of the game, they don’t get to be armor-clad spell caster. This idea re-surfaced in the retro-clones Swords & Wizardry White Box and Labyrinth Lord Original Edition Characters, but not in main version of those games. SWCL splits the difference in the fact that elves only get to be one class: fighters, magic-users or thieves.

When it comes to demi-human races, my favorites are the half-breeds: half-orcs and half-elves. Something about the cultural, social and personal complications that these races imply has always fascinated me. Therefore, in order to get my 0e elf fix with SWCL, I propose the introduction of a new optional race: the half-elf.

The half-elf adventures as either a human or an elf. Each persona has its own class and its own racial abilities. The player chooses which persona to play at the beginning of each session. For example, a half-elf could adventure as a human cleric in one persona and an elven magic-user in the other.

Like all other characters, the half-elf can get a total of six level gains and each of these level gains requires the same number of adventures as other classes; however, the half-elf can gain a maximum of three levels in each of their two classes. Thus, the half-elf cleric/magic-user in our example above can only advance to be a 4th level human cleric and a 4th level elven magic-user.

Like the 0e elf, all class restrictions apply when adventuring in certain classes. Thus, when adventuring as a magic-user, the half-elf cannot wear any armor.

Thursday, October 26, 2017

Dave Arneson and SWCL

For those of you who have read this blog over the years, it should be no surprise that I am a huge fan of the Dave Arneson rule of 1 gp spent = 1 xp. In my experience, this motivates players to take ownership of the world their characters inhabit. For example, in my Lost Colonies campaigns the following places exist because players spent money to bring them into being:

Headwaters

  • A Tavern that specializes in stirge meat.
  • A cheese factory
  • A camel farm
  • A monastery and chapel
  • A stone and statue garden
  • An abandoned dwarven home

The Road from Headwaters to Trisagia

  • A stone toll bridge manned by half-giants

Trisagia

  • A merchant company the specializes in shipping

The Elflands

  • A cathedral with an illuminated text

Note that only the last one qualifies as a standard Stronghold in B/X terms. I really love this stuff because it enriches the campaign world in a way that I could never do purely on my own. These places have been adventure fodder and/or direct results of adventures. Each one has multiple stories attached to it. I firmly believe none of these would exist if it weren’t for Dave Arneson’s rule of 1 gp spent = 1 xp. As a consequence, whenever I run into a version of D&D that does not use it, I try to find an easy way to shoehorn it in.

Enter SWCL. I actually love the leveling mechanic of this game: complete a given number of sessions/adventures and you level. No math, no trying to assign experience value to non-combat encounters, just go on adventures and be done with it. This idea is so elegantly simple I am actually loathe to mess with it; however, I am also loathe to get rid of the incentive for players to invest in all of the kind of world-building goodness that the Arneson rule has produced in my games.

Thus, I propose an Optional Rule for SWLC:

In order for an adventure to be considered “complete,” a character must spend at least half of the treasure gained from that adventure.

Thus, if my character’s share of the booty is 20 gp because we overlooked the real treasure trove, I need to spend 10 gp to complete that adventure in terms of gaining levels. If that booty is 2000 gp (because we went back and found the hidden treasure chest) I now have to figure out a way to spend 1000 gp.

Wednesday, October 25, 2017

Gamer ADD: Swords & Wizardry Continual Light

As can be seen by my last couple of posts, I have been rather enthralled by Swords & Wizardry Continual Light. There is something rather intoxicating about its simplicity. The amount of flexibility that the system offers isn't necessarily missing from other versions of D&D and its clones, but SWCL just makes it so darn simple to pull off.

As a consequence, I am in the middle of putting together something I've wanted to do for about a year. I did a series last November in which I imagined a world where the Monster Manual II was the only source for monsters available to Moldvay when he edited Basic D&D. Despite the fact that the MMII is my least favorite creature catalog, the thought experiment resulted in a version of D&D I really want to play.

As a consequence, I've since wanted to take the frame of a retro-clone and produce a complete rule-set of a D&D game that only uses MMII monsters. Unfortunately, said task requires too much of my time and a number of editing decisions that make the project far more complicated than I have the energy for.

Enter Swords & Wizardry Continual Light. Here is a platform that makes this vision of a MMII-only game not only possible, but extremely doable. As a consequence, I am happily editing my own version of SWCL to reflect an MMII-only world. Layout should follow closely behind and the cover is already done:

Hopefully this will get done sooner rather than later.

Monday, October 23, 2017

Character Sheet for SWCL

One of the quibbles I have with Swords & Wizardry Continual Light is that it has a very boring character sheet. Fortunately, that is very easy to remedy:



You can download a copy here. Enjoy!

Thursday, October 19, 2017

Zero-Level Characters for SWCL

For those not already aware, Swords & Wizardry Continual Light dropped earlier this week. While I have a few quibbles (like the fact that there are monsters who can surprise on a 1-3 on a d6 and Thieves can backstab surprised opponents but there are no rules for surprise in the combat section), I really like this ruleset. It elegantly boils down D&D to its essence with as few rules as possible and still presents an immensely satisfying game.

I think my favorite part of the entire ruleset is the way it handles Optional Classes like the Ranger and the Monk. They play exactly like one of the four core classes: Fighter, Cleric, Magic-user or Thief, with an extra ability tacked on. The price a player pays for this ability is a slower level progression. Since experience is handled by the number of sessions played, the optional classes simply add an extra session to each level. Brilliant!

What I love the most about the way SWCL handles these Optional Classes is that it provides a very simple way to create world-specific classes that add a lot of color to the campaign without a lot of a lot of mechanics: take one of the four core classes, tack on a special ability and you are good to go!

Thus inspired, I decided to take the rough idea of zero-level characters that I mused about in my last post and applied the mechanical elegance of SWLC to produce a supplement that provides players and referees of SWLC a way to use zero-level characters to bring some life, depth and background to the characters that inhabit their campaigns.

Art by Joyce Maureira

You can download it here.