Showing posts with label shadow sword and spell. Show all posts
Showing posts with label shadow sword and spell. Show all posts
Tuesday, June 10, 2014
Some thoughts about Shadow, Sword and Spell
Shadow, Sword and Spell is a fun game. Or at least I had a
fun time playing a recent two adventure mini campaign. Though I will say that I really enjoy
playing games and I find that in many instances the actual game being played is
secondary. Get some decent
players, let them do what they want and see where it goes. Generally a pretty good recipe for a
fun night. But every system
certainly brings new things to the table and enables different styles of
gaming. SS&S is designed to
emulate pulp fantasy, the world of down and out heroes and low magic. And it does those things pretty
well. Having just finished up this
short game I have some recent thoughts about everything.
Tuesday, May 27, 2014
Shadow, Sword and Spell character creation
A couple of years ago I discovered Shadow, Sword and Spell,
a pulp fantasy RPG from Rogue games.
I’ve only had the chance to play it once, but I am going to be running a
short, two adventure game of it this week so I thought I’d take the chance to
capture some of my thoughts on it.
Since it is only going to be a two week game I made up several
characters for the players to choose from so that we could get right down to
it, especially since none of the players have any experience with it. Character
creation is fun and all, but it can also be time consuming, especially when you
need to teach everyone an entirely new ruleset. Which SS&S has, something that only uses a d12. A d12!
The most neglected of all dice. At
first I assumed that the game would be nothing other than rolling for Barbarain
Hit Die and damage from a greataxe, but it turns out there are other things
that you can do with a d12.
I wanted to walk through character creation and sort of start
to check out the rules that way.
In general I found making a character to be pretty easy, but the
characters that you wind up with are sort of odd. There is no rolling for attributes or skills (its not
preferred for me but I am fine with it) but there is a selection of a Culture
and a Modifier which can result in some strange traits for a character. Culture gives a character a couple of
skills, usually at a high level of aptitude. The Modifier gives a bonus (and
maybe a penalty) to a couple of skills. Let’s take a look at the Assassin type
character I made up for the group.
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