Saturday, August 6, 2022

Swords & Wizardry: Just, Good

Reading through Swords & Wizardry (S&W), I can see why there is a desire to go back to the original 1970s versions of dungeon gaming. I see a lot of house-ruling in B/X and BECMI that frankly, I started with and feel normal to me. There are some changes in B/X I feel are a bit too generous to hand out to everyone, and I can see why S&W does not give hit and damage bonuses for STR to any other class but fighters.

Just because everyone has house-ruled something does not always make it the best choice. Putting money in a pot for landing on Monopoly's Free Parking space is a popular house rule, but it imbalances the game and is not official.

You see the damage later on, when AD&D introduced a special 18/01-00 STR system, just for fighter classes, and this rule tried to bring the original bonus back but just made an 18 STR a requirement for fighters and inflated statistic generation. It is funny because at times I feel the changes made in later versions of the game were trying to patch mistakes or issues that existed as time went on, and we have OSR games emulating the patch instead of going back and cleaning up the mistake and unifying the experience.

With that hit and damage bonus, fighters feel interesting again. This bonus applies to ranged weapons. Combine that with attacking creatures with less than 1 HD at one per character level, and you have a really cool fighter. I read some B/X games and it feels like fighters do not have that much to them. I get this feeling with thieves and a straight double-damage backstab modifier.


Other Games

Some games do things better. I like Labyrinth Lord's (LL) equipment lists, especially in the advanced book. Old School Essentials (OSE) and Swords & Wizardry omit weight values for a few items, like crowbars, backpacks, and the like (S&W assumes a 10-pound "other" gear load). I picked up an OSR equipment list called the Adventurer's Catalog, and that works nicely (but there are a few differences between LL damage and S&W damage).

Castles & Crusades (C&C) does a nice job simplifying saving throws, class abilities, attribute checks, and skills into the Siege Engine. I like the system a lot, and they also do a great job with equipment and gear with an abstract encumbrance system. C&C is admittedly a simplified D&D 3 retro-clone since the class power unlocks feel very modern in design, but it remains OSR compatible with its AC, hit point, and damage scales. Like D&D 3 and AD&D, you are a step more heroic in C&C than the 1970s flavor of the game.

I don't like the loss of a unified attribute modifier table in S&W, but the STR to-hit modifier one works fine. A lot is left up to you like the original 1970s rules, and how you check abilities is also left to you, or if you even do it at all. You can use saving throws modified by ability score modifiers. You are supposed to make a lot up, not roll dice for roleplaying, and just wing it outside of combat. A lot of OSR games tell you to roll-under ability or give you no guidance at all.

If you need the structure of the ability and skill checks, play C&C.

Oh yeah, and clerics get no spells at level 1. This is the old school, and the price you pay for having a character that can bring others back to life.

LL & OSE do not have an AD&D-style magic resistance mechanic for monsters, and I miss this. S&W and C&C have this. In the base ACKS book, only the lammasu has a MR value (and some cacodemons have it in the heroic book). I consider magic resistance a core mechanic, so my two go-to games as S&W and C&C.


Improv Needed

S&W requires a high level of rules improvisation. I can see why a lot of the B/X games today emphasize structure and organization since people coming from modern games feel more comfortable when every rule is spelled out and easily referenced. S&W does magic, classes, and combat and leaves most of the rest up to you. A lot of gamers and referees can't handle that much freedom, so we want guidance and systems to help guide our actions.

An S&W referee could rule anyone with an INT higher than a 14 can decipher a rune. Or allow a roll-under check. Or just allow a spellcaster to read it. Or everyone rolls a d6 and hopes for a 6. Or just tell them what it is. Or not. Or require reading magic or comprehending languages. Or if you speak elf. Make a saving throw modified by INT. Whatever. You have complete freedom in handling this.

Frog God Games also has one of the best collections of S&W OSR modules and adventures around, designed like the classic dungeon modules of AD&D, and all very cool. They are still producing new ones, and you could play these with OSE, LL, S&W, C&C, or whatever game you love.

I hear the S&W license is moving to Mythmere Games, and they are already moving things over to their own store. I hope they do POD reprints of the adventures, but I am not sure what is being moved from Frog God to Mythmere. Whoever has the rights, please make POD copies available for some of these old adventures, please.

Some said that S&W is a Rosetta Stone-style game, like C&C, meaning it can play anything and everything converts out of it well. I can see the truth in that. Where the games are different is in the adventures written for them. C&C has a lot of story adventures, with good-sized dungeons and a lot of story encounters, more like an AD&D 2e or Forgotten Realms feeling. With S&W, you get lots of hardcore dungeon content written in that OSR style.


Style & Emulation

Some games are more emulators, where they emulate mistakes and design inconsistencies. If a class was weak in the original game, it will be weak in emulation.

Other games are more curated experiences, where they are not so faithful to the source but focus on delivering the best experience. Labyrinth Lord is a great example where it pulls in material from many games to deliver the homebrew experience of playing back in the day.

S&W is a rollback to the original rules that takes it forward in areas that make the game playable, such as the original rules not having a combat turn structure, or offering ascending AC as an option. S&W is technically an emulator, but it goes back to the original source and avoids the changes made in later versions.

It is funny since the different versions of D&D back in the day had different target markets, changes for legal reasons, and presentations of the same material. The base D&D game was more targeted at kids, while AD&D was created to change the rules enough to avoid royalties and the game was targeted at an older audience. Some rules felt like they tried to roll back bad decisions. Other changes felt too broad and weakened some classes. Some changes simplified things too much or tried to add detail that wasn't needed. All of the older market targets were rolled back to AD&D 2e, which went 100% all-in on making the game for a younger audience due to controversies in the media.

So we have emulation games emulating less-than-ideal choices and version changes that change the game, some not even for gameplay reasons.

There are lots of great games in the OSR world, and really anything you choose is great. Different games have different source inspirations and styles or presentations, little differences, and they all make choices depending on the goal of the game and the source material they are trying to emulate.

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