Hi All,  I'm looking for new players to join my long established OSR Borderlands campaign group. You can find the game under Swords and Wizardry or listed under its title 'OSR Borderlands'.  What is Swords and Wizardry ? S&W is based on the original version of the D&D rules, published between 1974-1978, re-organised and explained in a contemporary style. The system offers streamlined play, simple mechanics and provides a framework to add new game rulings when necessary.  Do I need to know how to play Swords and Wizardry ? Whilst I welcome players with any experience of S&W, the straightforward nature of the rules allows for new players to quickly adapt to its mechanics. Indeed, it may be a welcome change for players of other systems to experience something less rules heavy, but with game-play very much focused on player skill.  Do I need to commit to being available for every session ? Whilst ideally it would be great if players could, I do understand that sometimes players will drop-in and out of the campaign, as a result of real-life commitments. However, players should understand that, in their absence, their character would become an NPC, represented as fairly as possible by the GM.  What is the setting ? The campaign is set in a Borderlands region, of an undefined wider setting. The region is partially tamed, yet threats to its inhabitants are an ever-present reality. Here, authority is disputed, so opportunities exist to carve out autonomous areas, establish Law from Chaos or, for those of nefarious intentions, to dominate the region.   The flavour of the setting is gritty medieval fantasy-think of mid-15th Century central Europe; it's grimy, dangerous, superstitious and, for most, presents a fragile existence.This is a world where most folk are illiterate, magic isn't experienced in everyday life and understandably regarded with fear and deep suspicion. I've aimed to make the setting reasonably plausible and authentic to a medieval Europe (on the cusp of the Renaissance), but without removing weird and other worldly aspects to make a fun game. To reflect this background, the setting is human-centric; the non-human is viewed as Chaotic and hostile. If the idea of humans battling against the supernatural and weird appeals then this is could be for you, but if you enjoy the portrayal or interaction with lots of 'demi-humanoid' types, then possibly not.  The campaign began with characters as members of a Guild, operating as an agency for those seeking the services of adventurers. However, events have resulted in characters becoming very much 'freelancers'/freebooters in motivation. Players can expect the usual 'tropes' of classic fantasy adventuring: crawling through tombs; raiding monster lairs, exploring abandoned ruins; expeditions into the wilderness and tying to get from A to B, without being some creature's dinner.  The game style offers multiple adventuring options to pursue and encounters that can lead in unplanned directions. In contrast, players shouldn't expect a plot heavy approach with an episodic 'story arc' to navigate through; heroic characters trying to save the world is not be a feature of the setting.  If you would like to join this campaign, please take note of the variations and/or additions to the S&W rules I'll be using; these are designed to reflect the dangerousness of the setting and style of game to be expected.  1. When a character reaches 0 HP, a 'Serious Injury' table is consulted to determine whether instant death has occurred or a lingering injury has been sustained with long-term effects on a character's health. Players new to older versions of D&D should be aware that character survival at low levels can be very challenging, so remember every fight could be your last and you can always run away ! 2. Critical rolls (20 or 1 ) result in consulting a hits or fumbles table for effects.   3. Magic is the attempted harnessing of unpredictable, Chaotic, forces so successful casting is not a given; failure to successfully cast spells may result in exposure to unpleasant effects. However, balanced against this, spell casters have the advantage of not having to prepare or 'memorise' spells in advance for daily use. 4. Characters exposed to disturbing sights and/or experiences run the risk of developing features of insanity. The accumulation of insanity 'points' may result in characters developing unstable behaviour and/or fears. Perspective players need to consider if issues of mental health are something they are comfortable about managing- within the context of the game.  As a GM, you can expect the following:  1. Someone who believes in rulings, not the inflexible application of rules. If rules obstruct plausible, fun or clever play, I will amend them, but in a consistent manner, so players know where they stand.  2. To encourage creative play, I'm always prepared to be convinced by players of the viability of any actions their character decides; promoting player agency is central to this. However, I also expect players to ultimately accept the adjudication of the GM, who's decisions will be made in a non-partial manner and in the interest of promoting a fun and challenging game.   3. Encounters are not always designed to be 'fair' or 'balanced', but to be overcome through wise strategies and clever tactics. I take no pleasure from anyone's character perishing and I encourage players to think of character death as part of the game experience; learn how to 'die well' and (if possible) with humour ! Please note: there will be no 'fudging' of dice rolls, unexpected and sudden death is a feature of any plausible,'living world'.  4. I'm not a voice actor, nor do I have experience in amateur dramatics, so if this type of immersive role playing experience is what you're seeking, I may disappoint !  If you are interested in taking part in the campaign, please read carefully the applications post and submit the information requested.  I'm happy to answer any questions or offer clarifications within the Questions post.  P.s Don't forget to bring your 10' pole and ball bearings.