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Tome of Adventure Design (Revised)
by William [Verified Purchaser] Date Added: 04/04/2025 11:33:56

This tome is well thought out, well-organized, and indispensable for GMs who create their own worlds. Along with the Tome of Worldbuilding and the Nomicon this book is part of an amazing trio of tomes that will always be on my bookshelf.



Rating:
[5 of 5 Stars!]
Tome of Adventure Design (Revised)
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The Nomicon
by William [Verified Purchaser] Date Added: 04/03/2025 09:01:27

This tome is well thought out, well-organized, and indispensable for GMs who create their own worlds. Along with the Tome of Adventure Design and the Tome of Worldbuilding this book is part of an amazing trio of tomes that will always be on my bookshelf.



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[5 of 5 Stars!]
The Nomicon
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Tome of Worldbuilding
by William [Verified Purchaser] Date Added: 04/03/2025 09:00:35

This tome is well thought out, well-organized, and indispensable for GMs who create their own worlds. Along with the Tome of Adventure Design and the Nomicon this book is part of an amazing trio of tomes that will always be on my bookshelf.



Rating:
[5 of 5 Stars!]
Tome of Worldbuilding
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Tome of Adventure Design (Revised)
by Clark [Verified Purchaser] Date Added: 03/21/2025 09:48:28

This is the single most useful and comprehensive GM Toolbox I have ever read!

It works with any system and takes almost zero effort to reapply it to any genre. The number and quality of random tables is staggering. My biggest frustration with a lot of random tables is that the entries end up being very bespoke or very specific, so once you use them, it just doesn't feel right to use them again. The Tome of Adventure Design focuses on tables that give you elements of what you need and gives you the room to fill in the gaps so almost every time you roll, you will get something unique.

Seriously, it's one of the best!



Rating:
[5 of 5 Stars!]
Tome of Adventure Design (Revised)
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Tome of Worldbuilding
by Kelly [Verified Purchaser] Date Added: 03/11/2025 18:53:50

In the vein of The Tome of Adventure Design, a delightful way to prompt and develop ideas.



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[5 of 5 Stars!]
Tome of Worldbuilding
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Domain of Heryngard
by trav [Verified Purchaser] Date Added: 01/28/2025 07:17:07

There's some usable stuff in here, and I really enjoy having a "breadbasket" region with plenty of towns... but there's so much white space, missing or inconsistent keys, and genuinely hollow hex descriptions that it's tough to recommend.



Rating:
[3 of 5 Stars!]
Domain of Heryngard
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Swords & Wizardry Book of Options
by Kayne [Verified Purchaser] Date Added: 12/17/2024 18:11:41

An error on page 43, Charm Lesser Undead spell: “if the target fail their saving throw their saving throw”



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[5 of 5 Stars!]
Swords & Wizardry Book of Options
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Swords & Wizardry Book of Options
by FU B. [Verified Purchaser] Date Added: 09/12/2024 11:29:38

Great races, classes, options and advice! Exactly what one has come to expect from Mythmere Games! Thanks Matt & Suzy!



Rating:
[5 of 5 Stars!]
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Swords & Wizardry Complete Rulebook (Revised)
by Kyle [Verified Purchaser] Date Added: 07/16/2024 23:43:57

Sword and Wizardry Complete Revised (2023) was my TTRPG game of the year for 2023, and with the supplements now out, it may take the cake for 2024 as well.

I've run S&WC:R for several months, and after buying and running many games based on Classic D&D (1981-1994) including Old School Essentials: Advanced, I wish I had started with Swords and Wizardry Complete: Revised.

Mechanically, the game straddles the line between AD&D 1e and Basic D&D while maintaining nearly seamless compatibility with both content libraries thanks to being the root of the tree for both games. The game's rules are fluid: loose where they should be and tight where they need to be. The result is a fast, smooth game that easy to prep for, easy to run, and most importantly, fun as hell for players and referees alike.

OD&D's lightning in a bottle shines through Swords and Wizardry's clean layout and clear prose. Matt Finch's authorial voice is a welcome change from the dry, overly concise text of OSE, providing expert commentary and context on why multiple rules are listed for the same mechanic, and which one you might use for your game.

My 3.5/5e players gelled with the game a lot better than they did with the race-as-class characters of Basic D&D or OSE. The classes themselves have more features, lending them stronger character identity and flavor and providing more interesting play at the table than other retro-clones that cover the same ground such as Basic Fantasy RPG or OSE:A.

$35-$40 for the whole game in one hardcover book (either from Mythmere directly or DTRPG; I have both versions) is a great deal. After the eyewatering costs for OSEs equally great hardcovers, this was a pleasant surprise. For $5, the PDF is a steal for what you get.

If you haven't played it, or if you're new to the OSR, pick up a copy. If you have played it, you know why this review is 5 stars.



Rating:
[5 of 5 Stars!]
Swords & Wizardry Complete Rulebook (Revised)
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Swords & Wizardry Book of Options
by A customer [Verified Purchaser] Date Added: 06/30/2024 11:22:04

Me and my player loved the new classses The Referee parts are wounderfull and filled with useful advices. The adventure generator was spot on! A wonderfull suplement, can't recommend it enough!



Rating:
[5 of 5 Stars!]
Swords & Wizardry Book of Options
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Swords & Wizardry White Box Rules
by Samuel [Verified Purchaser] Date Added: 04/12/2024 04:03:43

Incredibly exciting to see Mythmere update their white box ruleset! The rules are clean and fast (except for the occassional typos or confusing rule phrasing), and Matt Finch's optional rule sidebars provide great guidance for running the game.

The compact A5 format also a firm favourite for me, though it would be nice to have a hardback option for POD.



Rating:
[5 of 5 Stars!]
Swords & Wizardry White Box Rules
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City Encounters for Swords & Wizardry
by Aaron [Verified Purchaser] Date Added: 03/15/2024 10:08:38

Managed to thrust the characters into some delicious intrigue with one of the encounters. Completely improvised save for the initial encounter and the players loved it. Most encounters I've seen have a lot of potential for engagement, or disengagement if the players say "Not interested.". Most encounters are stat-lite, so moving this to any other system would be easy. It wouldn't be hard to use this in 5e, if really desired. Could also work with Blades in the Dark after some easily made-up changes (Make fey into ghosts, change garbs to a more modern attire, etc)



Rating:
[5 of 5 Stars!]
City Encounters for Swords & Wizardry
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City Encounters for Swords & Wizardry
by larry [Verified Purchaser] Date Added: 02/16/2024 07:23:42

Got the new S&W complete and this to go along with it. Urban adventure is a weak spot in my game and I'm using this to add variety and depth to my city gaming.



Rating:
[5 of 5 Stars!]
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Swords & Wizardry Complete Rulebook (Revised) - Erol Otus cover
by Kyle [Verified Purchaser] Date Added: 02/13/2024 05:23:32

I started my old-school journey a couple years ago with BECMI D&D, then tried OSE, then Worlds Without Number, then OSRIC. My players (who are used to 3.5 and 5e) bounced off each one for one reason or another.

I should have started with Swords and Wizardry. The complete revised edition of S&W strikes a perfect balance of classic adventure game tone while not being so streamlined it feels sterile the way Old School Essentials does. The prose is flavorful, clear, and doesn't meander. There's strong GM guidance and lots of different options for specific rules subsystems (initiative, for example) that empower the GM to make the game their own.

It's a testament to the '74-'78 D&D game that its core mechanics still feel great at the table half a century later, excellently repackaged and cleaned up by Matt Finch and his editor at Mythmere. The rules are loose where they ought to be and tight where they need to be.

This book is my old-school rosetta stone, completely compatible with my entire OSR library virtually without adjustments. The new revision has monster morale scores that make the ruleset even more compatible with the popular B/X (OSE) and BECMI modules, though with the benefit of much stronger class identity than those rules due to classes having more meat on the bone in S&W.

The game is imminently customizable. If you need a rule for something, you could drop in rules from any of classic D&D's lineage effortlessly. I often supplement the game with spells and magic items from OSRIC, monsters from the D&D Rules Cyclopedia, or a subsystem from more modern games such as Errant. The game has held up to anything I've thrown at it so far, and the players keep coming back every week.

Everything you need to play in or run a campaign is covered in a single book. While the book lacks an index, I haven't missed it at all. The table of contents and 144 page count makes navigation easy. The formatting and layout in this revision is also excellent, bucking the "control panel" trend that works great for modules, but makes rulebooks feel clinical and bland. Both the print on demand and premium offset books from Mythmere's site are high quality.

If you haven't played S&W and you enjoy classic fantasy adventure games, you owe it to yourself to give this a shot. If you're just starting out with old school D&D retroclones, you could not do better than starting with Swords and Wizardry Complete: Revised.



Rating:
[5 of 5 Stars!]
Swords & Wizardry Complete Rulebook (Revised) - Erol Otus cover
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City Encounters for Swords & Wizardry
by William [Verified Purchaser] Date Added: 02/10/2024 19:02:23

Grabbed this one so fast. 400 great encounters, most with multiple twists/variations. Useful appendices like random spell lists for mid-high level casters and lists of sword & sorcery names. What's not to love? Don't sleep on it.



Rating:
[5 of 5 Stars!]
City Encounters for Swords & Wizardry
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