Wednesday, July 12, 2023

The Indie/Zine RPG Guide Part IV: Sharp Swords & Sinister Spells

Sharp Swords & Sinister Spells (Old Skull Publishing) 

$9.99 for POD+PDF on Drivethrurpg.com

I've had Sharp Swords & Sinister Spells and it's one sourcebook (the SS&SS Addendum) in my collection for several years now. Although I like the concept, it's never been played so my review is from a reader's analysis, not as a player. At the time I picked it up I was primarily interested in it from a collector's perspective. Only recently as I have grown fonder of the new era of minimalist systems have I reconsidered what it might be like to try running it.

What it is: Originally released in 2015, Sharp Swords & Sinister Spells bills itself as a "rules lite" game in the spirit of the OSR. It shares a system with two other games: Solar Blades & Cosmic Spells, and Dark Streets & Darker Secrets, both of which tie in to sci fi/fantasy and modern day/fantasy mashups. SS&SS is however a straight-up fantasy game in the by now traditional mold of a D&D-like, which is my term for any game which follows the pattern of a fantasy game as established by D&D through all of its iterations (party meets, goes on adventures, often in dungeons, and kills a lot of stuff, often because it needs to do so to progress). Unlike D&D, SS&SS lets you level up after a certain number of adventures are completed, so you don't need to tabulate XP from kills and such.

The System: SS&SS has some of its roots in The Black Hack, and definitely aspires to have an old school feel even if its core conceits are only nominally based in D&D conventions with classes and levels. The core system has you rolling 3D6 to determine your four stats of physique, agility, intellect and willpower. You get three archetypes (classes) in the form of the warrior, specialist and magic user....in a sense, a list closer in origin to Tunnels & Trolls or reflective of current systems such as True20/Fantasy Age. Your archetype grants you hit dice for hit points, and a small number of special traits (closer to an AD&D style list than modern "get a new thing every level" styles of games). Everyone also gets a complication, which provides some story and background flavor to your character. There is no conventional skill system. 

Mechanically tasks are a roll against their attribute, with modifiers, to get under their stat on a D20 mechanic, nothing unusual here but it is highly traditional (roll high as a core conceit only appeared in D&D 3rd). Combat provides about as much detail as any older edition of D&D would, but in a clean and comprehensive set of rules in just under 5 pages. These rules work for exactly what is intended: a D&D-feeling OSR experience that gives some weight to combat but without too much detail bogging things down. 

Spells in SS&SS follow a typical pattern for contemporary reimagining, with a roll to succeed in casting and a risk of penalty for failure. Unlike other systems that do this (DCC, Mork Borg) the spell failure is more pragmatic than descriptive, but it does what it says. I am not sure where the spell failure concept comes from, it was not a thing in traditional OSR.....I think it has more to do with a desire for magic to be less predictable, and therefore more interesting, in order to evoke the feel of OSR back then when nobody had everything memorized to a fault. 

Either way, the spells are about five pages in length of very short descriptive lists. It accomplishes what is intended, with minimum rules and plenty of situational adjudication necessary. Likewise, a half page is spent on magic items with some loose guidelines for what a GM should assign to make magic items interesting.

Monsters and opponents get a few pages, mostly lists of monsters in short form, with little exposition or description. It reminds me greatly of the way Tunnels & Trolls did it. Here each monster has a hit die stat and a sentence or two of things it can do, and the rest is up to the GM to flesh out as desired (or not). The monsters are not really described, but their names and abilities are all very swords & sorcery in theme, comfortable in a Robert E. Howard, Lin Carter or Karl Edward Wagner inspired setting. 

The last section of the book (Appendix A) is an adventure generator, and is actually a cool section with plenty of details on rolling up storylines and antagonists. This is about all the book offers to the GM in terms of advice in running the game, but its actually a pretty cool section, and reflects the aesthetics of zine RPG style quite well. I don't know if SS&SS was officially part of the zine scene (not sure if it goes back that far) but this epitomizes what makes a good minimalist RPG with a density of useful information and a dearth of needless exposition or elaboration. To the point, and provides just enough tools to make the game rapidly accessible.

The Setting: There's no explicit setting here, but the implied setting is a traditional pulp era sword & sorcery aesthetic, evoked in the black and white art quite well. The cover is actually a bit anachronistic, actually, with what appears to be a trio of slightly cartoonish teen heroes with magic fighting a weird dragon....it kind of fits, but the rest of the interior art holds a much more traditional swords, sandals, axes and sorcery vibe. As a side note, there are no nonhuman characters in SS&SS, it's entirely humanocentric and doesn't even address this...it just is. 

Support: There's one book out for the game, called the Addendum, which is actually larger by page count than the core rules. The Addendum addresses some issues not covered in the core (for example, languages and nonhuman player races), as well as providing a bunch of optional additional rules for consideration, ranging from random monster generation and sanity rules to lost tomes and optional quick equipment options. Overall its a mixed bag of stuff, where any given group may find some of it useful and others will find it a burden to add to the core rules, which are elegant and simple without any need for modification. The Addendum feels very much like the sort of book that manifests when other players get involved in a product, but find the minimalism a bit too minimalist for their tastes and start modding....and before you know it, the rules have doubled or even tripled in size. So while I can see the Addendum as a useful resource for some, it's probably going to be less useful in total for any given table.

Aside from the Addendum, there are approximately four PDF resources I could spot for SS&SS on Drivethrurpg that provide setting material from third party publishers. The dearth of resources fo the game suggest to me it didn't really take off or get the attention it deserved. At the time it came out (2015) D&D 5E had been out only a year or two, so interest in the New Big Thing would have been great enough to make it hard to release a rules lite system in 5E's wake, so maybe Old Skull might consider the possibility of a revamp in today's climate, where 5E-alternatives are starting to get more attention in a 5E-bloated market.

Who Should Get This? Sharp Swords & Sinister Spells suffers from being an obscure OSR-inspired rules lite in a bloated market dominated by the big 5E, but it could easily appeal to someone who likes the idea of a ruleset that can fit in your coat pocket and can be learned after about an hour of reading. 

The game works, but it does lack support in odd ways in the core rules; even a single page of sample magic items, for example, or an appendix with some simple alternative species for players rules for those who want such would be helpful (the Addendum's section on adding nonhumans is a bit floaty and holistic, suggesting you use other alternative rules on vocations). More recent games have dived deep in to evocative alternative and weird interpretations of fantasy and other genres, but SS&SS is steeped in an era of sword & sorcery that has no shortage of  representative games out there on the market. Honestly though, this game does lend itself to a bit of kitbashing and modding easily enough, so if you are someone who likes a good core starting point from which to make it your own, this system is probably a good fit. 

A tighter second edition of this game with just a few tweaks could be very appealing. As it stands, though, this is a fine little system that could be fun for a campaign or two before it starts to wear out its welcome. Its biggest failing is really that it has no special unique flavor or style in today's market, which is dominated by the super giant 5E on one side, and a plethora of artsy and unique zine RPGs on the other....SS&SS is just perhaps a bit too retro for its own good. Contrast it with its closest cohort, Solar Blades & Cosmic Spells, to see just how the exact same system can be transformed into a 400 page book of endless weird space adventure straight out of the 1970's era of SF. 

2 comments:

  1. Well, the author (Diogo) is working on a second edition of the game, that should reach the same length as Solar Blades & Cosmic Spells'.
    I think it should be in editing now-ish.

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    1. That is actually really good news, thanks for letting me know. I think an expanded version of SS&SS would be really cool.

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