Wednesday, February 15, 2017

Wolfspell: Winter role during the pack creation

Wolfspell: Winter role during the pack creation

I hope everyone is OK with me asking questions about Wolfspell in the Swords Without Master community. I assumed it is since, in the past, there were talks about Wolfspell here, as well.

Let’s just cut to the chase. I recently read Wolfspell again, and there were some parts of the rules which I need to clarify a little bit.


1. The paragraph “The Pack” (p. 13) says:

- - -
“Decide among the wolf players who is best described by each of the following […].”
- - -

and then:

- - -
“Each wolf player should record their associated bonus or bonuses.”
- - -

‣ Does the Winter partake in the assignment of the background texts, or is it something the wolf players have to decide on their own?

‣ Does all the background texts have to be assigned, regardless the number of wolf players, or does a single wolf have to be assigned a single text?


2. Again, the same paragraph says:

- - -
“Ask each other leading questions about who you were before falling under the spell. Everyone should answer at least three questions.”
- - -

‣ Does the Winter asks these leading questions, too, or do only the wolf players?


3. Similarly, the paragraph “The Spell” says:

- - -
“Choose the spell that has befallen your adventurers and reshaped them.”
- - -

‣ Does the Winter partake in this decision or not?

Thanks for your attention. ;-)

#Wolfspell

Wednesday, February 8, 2017

I know I just recently posted about how to teach the game, but now I'm going to commit heresy in looking into...

I know I just recently posted about how to teach the game, but now I'm going to commit heresy in looking into changing a fundamental component of it.

How would you think one would go about changing this game to replicate the lone hero pulp tales of old like Conan, Solomon Kane, or Elric?

It seems to me that lone heroes and duos are far more common in classic S&S than the D&D style parties that seem to be the game's underlining assumption and while I get that from a practicality standpoint I'd be interested in trying to develop a way to widdle down the required number of players to be more Conan or Fafhrd & Grey Mouser

It'd be interesting to go about changing this game from a group activity into more of a duet of the Overplayer and Single Rogue bouncing off each other's creativity to create tales reminiscent of these old solo adventurer style endeavors. But I've not got enough of a feel for the games mechanics to do so without breaking it beyond repair yet.

Sunday, February 5, 2017

Alright really curious, how does one effectively teach this game?

Alright really curious, how does one effectively teach this game? I understand you guys do it on Sunday Morning Swords but my schedule and crippling anxiety makes it difficult to join.

I read the game awhile back when I bought I bunch of copies of the magazine and have been wanting to play. I will reread the game soon but due to the language use in the rules I'm worried I won't comprehend the game enough to teach and play it.

How do you teach it? Are there any good reference or cheat sheets?

Friday, February 3, 2017

Two quick questions... Has anyone run a game of Swords in a play-by-post format?

Two quick questions... Has anyone run a game of Swords in a play-by-post format?

If so, what tips do you have for the pacing and buildup within the phases?
I guess really this just pertains to the Perilous phase.

In my head it would play out kind of like Dungeon World where you announce some coming badness. In Swords however rather than wait for the player's response instead you'd wait some predetermined amount of time and if the chosen rogue doesn't respond then keep escalating the situation.

Sound about right?