Yesterday I
had the delightful experience of playing Swords & Wizardry, which is
essentially a revamped version of the very first version of Dungeons and
Dragons (available for free from Frog God Games). Aside from being a lot of
fun, it gave me a glimpse at what the game was like back in the day. Apparently,
back then, Dungeons and Dragons was far more deadly for the characters.
Before I
get into some of what happened in the game, I think it’s important to note some
major differences between Swords & Wizardry and modern D&D. The biggest
difference is that the newer game is more about storytelling – you put a lot of
work into your characters and their back story and the game, and there is a big
focus on why the heroes are adventuring as they are. The older game is what we
call a dungeon crawl – while there is still some story, the primary goal is to
fight through dungeons and gather as much treasure as you can. The difference
may not seem very big, but it leads into the second major difference: balance.
In modern D&D, when your characters
end up in battle, it is almost guaranteed that you can win – because the game
is designed to be balanced. S&W is not so kind. It functions under the more
realistic assumption that, were you to go out adventuring, whatever you ran
into was what you ran into – it doesn’t matter if you’re level one, you can
still encounter something like an ancient dragon that you can’t even hit. This,
combined with the third major difference, makes for a high mortality rate.
In newer
games, there are a number of abilities and skills to help your character detect
traps, secret doors, and a variety of dangers. Not in the old games – no, you
have to specifically say your character is looking at something for you to see
it, which means it is way easier to walk into traps.
So,
essentially, in D&D you go into the game expecting to make a character that
is not all that likely to die, whereas in S&W you go in expecting that your
character will die, so you’re
prepared to make a new one so you can rejoin. The way characters’ ability
scores are rolled – in newer games, you usually roll four six-sided dice, add
the top three together, and then assign that number to whichever ability you
want it in. In the old game, you roll three six-sided dice and fill in the
stats from top to bottom – making them completely random. As you can see
highlighted in red on my character sheet below, that doesn’t always turn out
very well.
For frame
of reference, the highest roll possible is 18. Anything below an 8 is really
bad, and for something to be useful it needs to be 13 or higher. As you can
see, this character’s only decent ability was charisma which, in this game, is
almost completely useless. However, the one thing it is good for is having hirelings – extra people paid to follow your
character around and do their bidding. And so begins the epic tale of Gorbon
the Slovenly, the halfling thief – the character with the worst stats anyone
had ever seen, and who, starting with only 3 hit points, we all thought would
be the first to die (but we joked he’d be the only one to survive in the end).
While the
four other adventurers were spending their starting money on armor and weapons,
Gorbon the Slovenly bought a push-cart, hired two men-at-arms and ten
torch-bearers (the cheapest minions around, who can’t even fight – I later
claimed many of them were hired from an orphanage). Gorbon paid all his
hirelings a week in advance and promised them a share of whatever treasure they
helped him carry back. He then climbed into his pushcart and sat back to relax
as his minions carted him around.
The
adventurers were then sent to retrieve a book from a temple that had been taken
over and desecrated by an evil cult. En-route, they stopped to investigate some
desecrated shrines. The statues of gods within had been beheaded – only one
head was still around. Gorbon promptly ordered one of his minions to put the
head back on the statue. However, the moment the torch-bearer, lifted the
statue’s head, he burst into flame and died.
The amount
of damage done by the magical trap – hidden on the bottom of the head an
impossible to detect – was enough that it could have outright killed any of our
characters except the ranger. It was an eye-opener for the players as to what
kind of game this was.
Gorbon the
Slovenly, however, was unconcerned. He heaved himself out of his cart, wobbled
over to his fallen minion, and looted the week’s advance pay. He then climbed
back into his cart, ready to move on. One of the other players jokingly called
the dead torch-bearer “Jimmy” and I resolved to name every one of my minions
when they died (you can see the list on the righ-hand side of the character
sheet).
I think I’ve
given a good idea of Gorbon’s character by now, so I’ll skim to some more
interesting parts. In a secret tunnel, he lingered behind to steal four
valuable tapestries that the “lawful” characters wouldn’t take because it would
be sacrilegious. When some very powerful spiders attacked the group in a
forest, six more torch-bearers died and a seventh (I named him Bilbo) fled into
the forest, chased by one of the spiders. Gorbon stayed in his cart, shooting
arrows, while keeping his men-at-arms at his sides in case anyone came too
close. After the battle, he looted his money back from his dead minions and the
adventurers moved on.
At this
point, I started doodling Gorbon being pulled in his cart, along with his dead
minions, around the outside of my character sheet. Yes, there is a little
corpse for each dead minion – they shall not be forgotten.
They
finally arrived at the temple, thanks to the sacrifice of Gorbon’s minions – of
which there were now two torch-bearers and two men-at-arms. That quickly became
one torch-bearer when to one Gorbon sent ahead into the temple was killed by
another magical trap (on the ceiling we hadn’t thought to look at).
From this
point forward, Gorbon became more careful with his minions, as he needed them
to pull his cart. The remaining three survived as everyone fought skeletons, wound
their way through a secret passage and into tunnels. However, they came to a
place that to proceed forward they had to climb over short walls – the cart had
to be left behind. And as soon as they were in one of the parallel tunnels
(both with the barricades), an enormous ogre attacked the party from behind.
When the
ogre crushed the group’s other (much better) Halfling thief into jam with one
blow, Gorbon took his minions and ran – straight into the ogre’s lair. There he
spotted treasure and paused long enough to order his men-at-arms to grab a
chest of it, then circled back to his cart via the second of the parallel tunnels.
By a stroke
of luck (a critical hit, for which we had an awesome deck of cards to generate
special results), our human fighter beheaded the ogre. Gorbon hid the chest on
his cart and assured the others that he had been circling around to attack from
behind, not merely fleeing.
The
adventurers found a great deal of treasure in the ogre’s lair, loaded it into
the cart, but left it where it was and continued on foot (joined by the paladin
that replaced the dead thief) down a side passage – much to Gorbon’s dismay, as
he was counselling them to return to town to hire more minions with their
treasure. They fought some skeletons, then came upon a wight – which cast a
spell of fear that caused all but two of the adventurers to run away. One
joined his fleeing companions, while the ranger (having been drained to level 1
by the wight which we couldn’t hurt without silvered weapons) stayed behind and
sacrificed himself.
The spell
wore off when they were halfway into the woods. Gorbon convinced everyone to go
back for the treasure, then go into town – they agreed on the condition that
they run at the first sign of trouble. They collected the treasure and made it
back to town without trouble, where they bought silvered weapons. Gorbon opened
his secret chest to find three potions, one of which was poison and killed his
last torch-bearer who was testing them to identify what they would do.
Gorbon
hired twenty more torch-bearers. All the other characters, being “lawful”,
couldn’t bear the thought of hiring people and sending them to their deaths, so
they set out again. By the time they reached the temple again, three
torch-bearers had fled and another eleven had been killed by orcs and spiders.
We then
took a different route in the temple, that led us to a room that spawned four
skeletons every two rounds that a “lawful” character was in it. Gorbon wisely
told them to retreat, but the other adventurers decided that there couldn’t be
that many skeletons. When the cleric died (leaving only two of the original
adventurers alive), the remaining three decided to run to the exit on the far
side of the room, the whittle down the remaining skeletons once they stopped
spawning. Gorbon, still in the first hallway, had his minions pull him all the
way back to the edge of the forest while he fired arrows at the two skeletons
chasing them. There he was joined by the cleric’s replacement, who was a “neutral”
character (he’d learned his lesson) that helped slay the skeletons.
Back
inside, the other skeletons were killed off, but not before one of the three
was knocked unconscious. The new “neutral” character crossed the room to join
them, but Gorbon the Slovenly stayed behind – his henchmen were all lawful, and
he wasn’t going to go on without them (or his cart), and he certainly wasn’t
going to let them spawn more skeletons. He did, however, go far enough into the
room to loot the dead cleric.
The
remaining three adventurers carried on until they found a large glowing rune.
The two “lawful” characters (one carrying their unconscious companion) stood
back while the “neutral” character opened the secret door, breaking the rune
and, in so doing, summoning an frog-demon which magically changed all but the
fighter (the second last of the original adventurers) into its minions. The
fighter dropped his unconscious companion and fled – but not fast enough. The
frog-demon destroyed him, and walked deeper into the dungeon with its new
minions in tow.
And so it
was that Gorbon the Slovenly, he with the worst stats anyone had ever seen, was
the only one to survive the adventure. In the end, the game claimed the lives
of five adventurers and twenty torch-bearers. A further three torch-bearers
fled home, and one was lost in the woods, being chased by a giant spider.
We still
don’t know if poor Bilbo survived.
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If there's any subject you'd like to see me ramble on about, feel free to leave a comment asking me to do so.
Great write up, sounds like every one had a blast.
ReplyDeleteHow were you handling the new player characters showing up randomly in the dungeon?
Thanks! Yes, we did have a lot of fun.
DeleteBecause we did this as a one-off, we were more concerned with getting people back into play. Once the new character was rolled up, we just brought the new character in assuming they were sent on the same mission and that they were able to follow the trail of the other adventurers.
We actually only had one new character come in while we were in the dungeon. The second new character just happened to join us when we were back in town (which worked well) and the third showed up at a point where it was convenient for him to arrive on the road through the forest and join in with a battle right outside the dungeon.