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Wednesday, August 23, 2017
Monday, August 21, 2017
Dead Wizards: Playtest #3 in Session
A
few years ago I started thinking about a sword & sorcery game and
I called it Dead Wizards. It began as an OSR idea, specifically a
Swords & Wizardry setting/variant. My idea was to get down and
dirty with the idea of heroic fantasy as it existed in my own mind.
It had a few elements:
-Characters
are larger-than-life heroes.
-"Heroes"
means characters that rise above the world in which they live.
-Magic
is weird, not scientific.
-The
only rule of magic is that magic is never free.
-The
gods are not benevolent and life is not fair.
I
ran a session wherein I had some S&W houserules in play, such as
spending hit points to cast spells. It worked ok. But it wasn't what
I really wanted.
Another
playtest happened a few months ago but was interrupted by life stuff.
So now I've revised the rules again, stripping away even more of the
OD&D elements and leaving only the bits that I felt were
necessary to convey the point.
This
is a game about telling a yarn. The players create characters with
needs and deeds and special traits that make them larger-than-life...
like any good sword and sorcery hero. The yarn is the events in-game
that lead to the fulfillment of the various quests that the PCs have.
Their needs must be satisfied, or they must somehow fail to satisfy
them. In other words, the play creates a story.
Now,
this is not necessarily a good story. Good stories are told by
authors speaking from a top down voice whereas most RPGs, including
this one, produce "stories" that are bottom up, albeit with
some top down pressure from the GM. A Dead Wizards yarn is not meant
to be a publishable, compelling tale. it is simply the story that
emerges from play - for better or worse.
In
that sense, this game occupies a gray area between a classic RPG and
a story-based RPG.
Tonight
is session two of the playtest. The needs of the heroes should begin
to be invoked and the links between their quests should start to be
hinted at or revealed. That is the secret to Dead Wizards. Though
each player may create disparate characters, the play and the cunning
of the Judge and the players working together will weave the
characters together in a fantastic yarn.
At
least that's the plan.
For
more on Dead Wizards, particularly the system, check out this post.