So, what is this? It's a retelling of Swords and Wizardry White Box. It's a complete game in itself. It's pared down into 88 pages but comprehensive in it's coverage of spells, monsters and magical items. It is straightforward and easy to grasp for any role player (especially one who already knows 'The Game'). It wouldn't be especially easy for a newbie however, it's not designed like that. I can't see it being used in the same way that Swords and Wizardry Continual Light might be used, to introduce new players and by handing out a copy of the game. I can see it being used as one-off game system or a quick on the fly game where experienced players want a little more content than S&W Continual Light. I can also see it's usefulness as a resource to swap things in and out of. For example, you could easily swap out the magic items lists and descriptions for use in another game, I can already see myself using this book as the monster lists for my SWCL game. With only a little work you could use these rules to create your own Sword and Sorcery game or Sword and Planet game. In fact, I suspect that's how this system will end up being most useful for, as a hack base for bespoke games.
So, what's different/new? As I said, a lot is pared down and simplified. There are two classes: Swordsmen and Spellcasters. Weapons and armour are abstracted to light, medium, heavy etc. The spell list is a mix of magic user and cleric spells and Turning the Undead is a first level spell which scales up in power as the Spellcaster goes up in levels. The claasic races are still there, ascending and descending Armour Class likewise. There are some interesting new rules for character equipment which borrow in spirit from the Black Hack and Henchmen and Hirelings are boiled down (not literally) into rules on 'Assistants'. The spell descriptions are neat and straightforward and will be familiar to anyone who knows Swords and Wizardry and similar retro clones. A few pages of advice on creating adventures, some notes on things like light and time etc round off the game. Worth mentioning here is a section of refereeing and suggestions about how to solve disputes or resolve situations for which there are no rules.
Overall, this is a very interesting 'experiment' as author James Spahn himself is happy to call it. Go ahead, it's only a few pennies after all, see what experiments you can make with it.
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