Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.1 6/24/83; site decwrl.UUCP Path: utzoo!linus!decvax!decwrl!daemon From: daemon@decwrl.UUCP Newsgroups: net.games.frp Subject: Review of Swordbearer Message-ID: <3774@decwrl.UUCP> Date: Wed, 26-Oct-83 10:22:38 EDT Article-I.D.: decwrl.3774 Posted: Wed Oct 26 10:22:38 1983 Date-Received: Thu, 27-Oct-83 03:16:01 EDT Sender: daemon@decwrl.UUCP Organization: DEC Western Research Lab, Los Altos, CA Lines: 83 From: Ed Featherston HL01-1/P06 225-5241 Begin Forwarded Message: ------------------------------------------- Newsgroup : net.games.frp >From : ROYAL::RAVAN Organization : Digital Equipment Corp. Subj: Review of "Swordbearer" After several years of running a variant of AD&D, I switched my dungeon to Swordbearer rules. The following is a review of Swordbearer for those who are unfamiliar with it. The Swordbearer system was published by Heritage, after which (not as a direct result, I hope) Heritage went out of business. I learned that the game has been purchased by Fantasy Games Unlimited, and that the game designer is working on a new version. I hope sincerely that this is all true, because the first version of Swordbearer, incomplete though it was, contained some very good elements, including the best magic system I have ever seen. Briefly, SB is a skill-based system rather than class-based; there are no rigid character classes, although areas of specialization do exist. There are no levels either; individual skills improve as they are used (and only IF they are used). This makes for more varied characters and more emphasis on role-playing. Disadvantages include the difficulty of deciding which "skill" a specific action involves (is "diving off a cliff" really a "jumping" skill, is it a "diving" skill, or is it a specific skill all by itself?), and the risk of accumulating hundreds of different skills, each with a different percentage chance of success. The combat system resembles Runequest somewhat, in that there are various body locations, each of which may have different armor. Swordbearer does not use increased hit points to indicate improvements in a fighter's abilities; instead, the amount of damage a character can take remains pretty much unchanged throughout his/her lifetime. Armor can absorb some damage, and a successful parry or use of a shield will turn aside most damage from a single blow. Damage to weapons, shield, and armor are more common than in AD&D; if you pit your longsword against a foe's greatsword, it is very likely that your weapon will break. (Note: all this does require rather more bookkeeping and math than AD&D.) The magic system is simple, yet has great subtlety. It explains why mages hoard their secrets so jealously, why they live apart from humanity most of the time, and why the use of the most powerful magicks tend to draw mages toward evil. If rationalizations are needed for limiting the abilities of non-human races, this magic system provides logical and consistent reasons. Even better, there is a built-in safeguard that allows the DM to control the amount of magic available without disrupting the "world" too much. I will provide a more detailed explanation if anyone is interested. If you aren't satisfied with any of the magic systems that have long lists of mostly unrelated spells, with little or no explanation of why they work or when they fail, you might want to pick up Swordbearer. (Note: there are some serious flaws in the system; I have had little difficulty working around them so far, but they will probably demand major effort in the future. Still, I think Swordbearer is required reading for anyone who is comparing gaming systems.) Miscellaneous: Anybody out there play "Thieves' Guild"? Anybody heard of BART (Brotherhood of Adventurers, Rogues, and Thieves)? (This isn't a puzzle, I'm just looking for other interested parties.) /beth ravan/ Mail address : ...decvax!decwrl!rhea!royal!ravan ------------------------------------------- End Forwarded Message