
tired of endless rules and checking on them? want to take a 60 second round in combat and describe a crazy thing you do and not be told it cant work because of rules or balance or what have you? Wish you could just push a person off a 50ft drop and have it effect them like a 50ft drop and not 5d6 cut in half because of barbarians rage? Want to swing on a chandolier and land on the bad guy, scaring the rest away? Want a grittier game that tests your creativity and not your bonus to-hit? ---------------------------------- Then you want OSR Swoards and Wizardy at my table. An old style repackaging of AD&D, Swords and Wizardy is a simple rulesystem that has a gritty feel to it, one where heavy roleplay and not skill checks win the day. Rules light, narrative and descriptive heavy, focus on exploration and interaction with the fantasy world. The setting im looking to run with it is Barrowmaze, a great old-style dungeon. The party explores the barrows for lost treasures and returns to the town of Helix for resting and resupply. A bit of Hex-Crawl and a bit of Dungeon-Crawl in a sandboxy kinda setting. The Barrows are a large area near a main town of old burial grounds featuring like 100+ barrows, includine one big mega dungeon linked across the all as well as like 50-75 smaller barrow mounds to explore in addition to 4 or so near by towns and some more generic overworld adventure. Its an OSR styled hex crawl/dungeon crawl/adventure crawl. Below is a Primer(PDF) a Youtube Video, and a Wiki entry, all explaining what "OSR" means or is for those who dont know. ----------------------------------------------------- The primer below is 100% free <a href="https://www.lulu.com/content/3019374" rel="nofollow">https://www.lulu.com/content/3019374</a> It is avalible elsewhere (that im not allowed to link to) and should explain overall OSR feel. <a href="https://www.youtube.com/watch?v=wRVJNkOObIU" rel="nofollow">https://www.youtube.com/watch?v=wRVJNkOObIU</a> This youtube video also explains it. And so does wiki pedia below <a href="https://en.wikipedia.org/wiki/Old_School_Revival" rel="nofollow">https://en.wikipedia.org/wiki/Old_School_Revival</a> The general ethic of OSR-style play emphasizes spontaneous rulings from the referee, or Game Master, over set rules found in a book. The idea is for the players to engage with the fantasy as much as possible, and have the referee arbitrate the outcomes of their specific actions in real time.[10] The idea of game balance is also de-emphasized in favor of a system which tests players skill and ingenuity in often strange or unfair situations. The players should expect to lose if they merely pit their numbers against the monsters, and should instead attempt to outwit or outmaneuver challenges placed in their way. Keeping maps comes highly recommended.[11]