Wow. We started with epic Rogues (including a psychopomp of the gods) and opened in the realm of the dead, and went...well. You'll see just how far we went. Ready for some of the trippiest Swords you've ever seen?
https://youtu.be/OS-cx7n-zuI
Showing posts with label Andy Hauge. Show all posts
Showing posts with label Andy Hauge. Show all posts
Saturday, October 20, 2018
Monday, April 10, 2017
Talk about Glum and Jovial! This trailer is nothing but perfect Swords.
Talk about Glum and Jovial! This trailer is nothing but perfect Swords.
https://www.youtube.com/watch?v=v7MGUNV8MxU
https://www.youtube.com/watch?v=v7MGUNV8MxU
Monday, January 11, 2016
I thought some more about how I would use SWM to do Doctor Who, and came up with this idea...
I thought some more about how I would use SWM to do Doctor Who, and came up with this idea...
The Ritual of Regeneration
Before your first tale begins, the Overplayer must choose an eidolon for The Doctor. Then each player, in turn, selects a Trick for The Doctor. Write these down. The Overplayer then adds All That Deserves a Name. In play, anyone may describe The Doctor and their Named, and once per session, instead of using their own Trick, a Companion may choose for The Doctor to use one of their Tricks instead. Each Trick, as always, may only be used once, and The Doctor may only use one Trick per tale.
If The Doctor has used all of their Tricks, the Overlord may, at the conclusion of the Perilous Phase, trigger the Ritual of Regeneration again.
And a new Trick...
Solace: When you reincorporate a thread, you may give something from your list of Named to The Doctor, or take something from their list of Named. If you do, give The Doctor an additional Trick of your choosing.
The Ritual of Regeneration
Before your first tale begins, the Overplayer must choose an eidolon for The Doctor. Then each player, in turn, selects a Trick for The Doctor. Write these down. The Overplayer then adds All That Deserves a Name. In play, anyone may describe The Doctor and their Named, and once per session, instead of using their own Trick, a Companion may choose for The Doctor to use one of their Tricks instead. Each Trick, as always, may only be used once, and The Doctor may only use one Trick per tale.
If The Doctor has used all of their Tricks, the Overlord may, at the conclusion of the Perilous Phase, trigger the Ritual of Regeneration again.
And a new Trick...
Solace: When you reincorporate a thread, you may give something from your list of Named to The Doctor, or take something from their list of Named. If you do, give The Doctor an additional Trick of your choosing.
Thursday, July 23, 2015
This is one doozy of a Glum eidolon here...
This is one doozy of a Glum eidolon here...
http://www.youtube.com/watch?v=MmxNZH3zrK8
http://www.youtube.com/watch?v=MmxNZH3zrK8
Thursday, April 2, 2015
So.....I have a feeling that this campaign might make it way easier to pitch Swords Without Master at conventions...
So.....I have a feeling that this campaign might make it way easier to pitch Swords Without Master at conventions...
http://geekandsundry.com/rpg-show-title
http://geekandsundry.com/rpg-show-title
Tuesday, February 10, 2015
Hmm hmm....fancy having a Glum pencil and a Jovial pencil?
Hmm hmm....fancy having a Glum pencil and a Jovial pencil?
https://www.kickstarter.com/projects/d20e/pencil-dice
https://www.kickstarter.com/projects/d20e/pencil-dice
Saturday, January 24, 2015
So, because I feel like it, real quick hack of SWM to do Vampire: the Masquerade (or something like it, based off my...
So, because I feel like it, real quick hack of SWM to do Vampire: the Masquerade (or something like it, based off my secondhand knowledge). This post only notes the divergences from typical SWM.
~~
Blood & Mirrors
You all play Vampires, immortal predators of the night with supernatural powers and some measure of metaphysical crisis. You answer to nobody but the Prince, and you have minions (both vampiric and mortal) at your beck and call. When you choose an eidolon or simulacra, photographs and other depictions of a city's night life are prime material, as well as gothic architecture and people. The entire game takes place in The City, which can either be named as a specific major city or else left ambiguous.
The Tones
The two tones of the game are Glum and Sanguine.
Glum: Brooding, reflective, morbid, dark, quiet, regretful
Sanguine: Cheerful, exuberant, violent, vicious, bloody, alive, feral, badass
All That Deserves a Name
You should focus on prized possessions, locations in The City, and connections that your Vampire has. You may add to your list of Named during an Intrigue or Mortal phase (see below).
Feats Heroic
Become Feats Vampiric. DUH.
The Three Phases
There are three phases in Blood & Mirrors: the Perilous phase, the Intrigue phase, and the Mortal phase.
The Perilous Phase
Exactly as it is in SWM, so I won't rehash it here.
The Intrigue Phase
This phase corresponds to the Discovery phase, but is focused on figuring out what your Vampire is entangled in, providing avenues for action.
When you, a Vampire, are handed the dice, roll them and narrate your Vampire coming across some information--maybe they're shaking down a contact, listening to one of their spies, or hypnotizing a mortal for information. Then, ask the Overplayer a loaded question about one of your Vampire's entanglements in politics--either one you've already uncovered, or one you're improvising off the cuff. Something like "Why do they owe me?"
(Tip: other players' Named connections, if you have their consent, make great entanglements!)
The Overplayer ends the phase once you have entangled the Vampires sufficiently to have an idea of what happens next, and it's usually a Perilous phase.
The Mortal Phase
This replaces the Rogues' phase, because it's a bit of an inversion. Like the Rogues' phase, players still make demands, but the nature of the demand is different. Demands must ask the Vampire to showcase their humanity in some way.
Suitable demands
"Show us how you play chess with the folks in the city park."
"Show us how you take [the mortal] Brennan on a date."
"Show us how you go to the movies."
You might think that some of these demands seem beneath your Vampire. Perhaps your Vampire is not as above-the-rest as you think they are: don't turn down this challenge!
Mysteries & Morals
Morals are the same as in SWM. On the other hand, Mysteries don't happen because your Vampire was stymied by an unknown or supernatural reason. They happen because your Vampire was stymied by someone's humanity. Maybe it was your Vampire having a moment of human weakness, showing sympathy or humility. Maybe it was someone else showing that humanity. Maybe it was a human being their normal foolish mortal self. Whatever it was, it gets in the way of what you were doing.
Write a question about the Mystery that stymied you, and put it on the table as a thread.
Tricks
Use the standard SWM list. Substitute "Intrigue Phase" for "Discovery Phase". Remove Adroit Prowess and replace it with the following:
Quirk: Write down a strangely human trait your Vampire possesses. A sarcastic sense of humor. A passionate love of 1930s cinema. Before the Overplayer chooses a new phase, you may demand that it is a Mortal Phase and that the Overplayer opens it with a demand that highlights this trait.
~~
And I think that covers it!
~~
Blood & Mirrors
You all play Vampires, immortal predators of the night with supernatural powers and some measure of metaphysical crisis. You answer to nobody but the Prince, and you have minions (both vampiric and mortal) at your beck and call. When you choose an eidolon or simulacra, photographs and other depictions of a city's night life are prime material, as well as gothic architecture and people. The entire game takes place in The City, which can either be named as a specific major city or else left ambiguous.
The Tones
The two tones of the game are Glum and Sanguine.
Glum: Brooding, reflective, morbid, dark, quiet, regretful
Sanguine: Cheerful, exuberant, violent, vicious, bloody, alive, feral, badass
All That Deserves a Name
You should focus on prized possessions, locations in The City, and connections that your Vampire has. You may add to your list of Named during an Intrigue or Mortal phase (see below).
Feats Heroic
Become Feats Vampiric. DUH.
The Three Phases
There are three phases in Blood & Mirrors: the Perilous phase, the Intrigue phase, and the Mortal phase.
The Perilous Phase
Exactly as it is in SWM, so I won't rehash it here.
The Intrigue Phase
This phase corresponds to the Discovery phase, but is focused on figuring out what your Vampire is entangled in, providing avenues for action.
When you, a Vampire, are handed the dice, roll them and narrate your Vampire coming across some information--maybe they're shaking down a contact, listening to one of their spies, or hypnotizing a mortal for information. Then, ask the Overplayer a loaded question about one of your Vampire's entanglements in politics--either one you've already uncovered, or one you're improvising off the cuff. Something like "Why do they owe me?"
(Tip: other players' Named connections, if you have their consent, make great entanglements!)
The Overplayer ends the phase once you have entangled the Vampires sufficiently to have an idea of what happens next, and it's usually a Perilous phase.
The Mortal Phase
This replaces the Rogues' phase, because it's a bit of an inversion. Like the Rogues' phase, players still make demands, but the nature of the demand is different. Demands must ask the Vampire to showcase their humanity in some way.
Suitable demands
"Show us how you play chess with the folks in the city park."
"Show us how you take [the mortal] Brennan on a date."
"Show us how you go to the movies."
You might think that some of these demands seem beneath your Vampire. Perhaps your Vampire is not as above-the-rest as you think they are: don't turn down this challenge!
Mysteries & Morals
Morals are the same as in SWM. On the other hand, Mysteries don't happen because your Vampire was stymied by an unknown or supernatural reason. They happen because your Vampire was stymied by someone's humanity. Maybe it was your Vampire having a moment of human weakness, showing sympathy or humility. Maybe it was someone else showing that humanity. Maybe it was a human being their normal foolish mortal self. Whatever it was, it gets in the way of what you were doing.
Write a question about the Mystery that stymied you, and put it on the table as a thread.
Tricks
Use the standard SWM list. Substitute "Intrigue Phase" for "Discovery Phase". Remove Adroit Prowess and replace it with the following:
Quirk: Write down a strangely human trait your Vampire possesses. A sarcastic sense of humor. A passionate love of 1930s cinema. Before the Overplayer chooses a new phase, you may demand that it is a Mortal Phase and that the Overplayer opens it with a demand that highlights this trait.
~~
And I think that covers it!
Wednesday, January 7, 2015
Idle thinking, because I have other things I need to be doing with my time.
Idle thinking, because I have other things I need to be doing with my time.
Saw and loved Interstellar. Then I realized that, in some ways, it maps really well into Swords terms. The characters are going to strange places, discovering weird and wondrous things, and facing great perils. I'm not sure that it's the best fit, but there's enough here that I think it could be worked with.
Tones: this is pretty straightforward: Cosmic and Human
Cosmic: massive, strange, awe-inspiring, vast, unfamiliar, inhuman
Human: vulnerable, passionate, desperate, emotive, painful, introspective
Phases: Keith Stetson made a great observation about the importance of changing up the Phases for a Swords hack, and tinkering with other mechanics. I think he's spot-on.
The Discovery Phase can stay completely as-is. The tone dictates how you arrive at this insight: whether it's from looking outwards or looking inwards.
There should be some sort of phase that discusses the passage of time, and I think it can replace the Rogues' Phase. It works like so...first, you roll the dice and get your Tone. Then someone makes a demand by telling you something that you see: a massive black hole, a memento, a message from someone on Earth. (It works the same as in Rogues phase: the person giving the demand is the one who passed you the dice.) You then have to answer one question: "What does this mean to you?" You answer this by briefly describing the prompt, and then giving a concise answer at the end.
I'm stumped when it comes to a third phase, though. There clearly needs to be a phase covering what happens when they land on a planet, because there's already the two other phases to cover A: gathering information and choosing a path and B: the voyage between planets. (Oooh, good name for that second phase: the Voyage Phase.)
But the Perilous Phase doesn't quite fit, because it assumes that the two Tones are how you strive against a threat. In the other two phases for this hack, they're Tones that describe what you encounter. OH! Maybe that's it. I don't know what to replace the Thunder/Storm with, but in the Expedition Phase, each roll introduces a new element to the planet or elaborates on an existing one, and that's determined by the Tone you roll. I just need a good replacement for the constant pressure and goal that the Thunder/Storm provide.
Otherwise, the Expedition Phase is a more moment-to-moment version of the Discovery Phase, which works for me. Maybe you roll Human as a Tone and discover that one of the crewmembers is going off of their rocker. Maybe you roll Cosmic as a Tone and see a giant freaking wave approaching everyone. I guess it'd be good to answer the question of "what are they doing when on a planet?" Which I guess is "assessing the planet". In which case, it's about evaluating the planet and figuring out if it's viable for life.
Hmm....
Saw and loved Interstellar. Then I realized that, in some ways, it maps really well into Swords terms. The characters are going to strange places, discovering weird and wondrous things, and facing great perils. I'm not sure that it's the best fit, but there's enough here that I think it could be worked with.
Tones: this is pretty straightforward: Cosmic and Human
Cosmic: massive, strange, awe-inspiring, vast, unfamiliar, inhuman
Human: vulnerable, passionate, desperate, emotive, painful, introspective
Phases: Keith Stetson made a great observation about the importance of changing up the Phases for a Swords hack, and tinkering with other mechanics. I think he's spot-on.
The Discovery Phase can stay completely as-is. The tone dictates how you arrive at this insight: whether it's from looking outwards or looking inwards.
There should be some sort of phase that discusses the passage of time, and I think it can replace the Rogues' Phase. It works like so...first, you roll the dice and get your Tone. Then someone makes a demand by telling you something that you see: a massive black hole, a memento, a message from someone on Earth. (It works the same as in Rogues phase: the person giving the demand is the one who passed you the dice.) You then have to answer one question: "What does this mean to you?" You answer this by briefly describing the prompt, and then giving a concise answer at the end.
I'm stumped when it comes to a third phase, though. There clearly needs to be a phase covering what happens when they land on a planet, because there's already the two other phases to cover A: gathering information and choosing a path and B: the voyage between planets. (Oooh, good name for that second phase: the Voyage Phase.)
But the Perilous Phase doesn't quite fit, because it assumes that the two Tones are how you strive against a threat. In the other two phases for this hack, they're Tones that describe what you encounter. OH! Maybe that's it. I don't know what to replace the Thunder/Storm with, but in the Expedition Phase, each roll introduces a new element to the planet or elaborates on an existing one, and that's determined by the Tone you roll. I just need a good replacement for the constant pressure and goal that the Thunder/Storm provide.
Otherwise, the Expedition Phase is a more moment-to-moment version of the Discovery Phase, which works for me. Maybe you roll Human as a Tone and discover that one of the crewmembers is going off of their rocker. Maybe you roll Cosmic as a Tone and see a giant freaking wave approaching everyone. I guess it'd be good to answer the question of "what are they doing when on a planet?" Which I guess is "assessing the planet". In which case, it's about evaluating the planet and figuring out if it's viable for life.
Hmm....
Sunday, January 4, 2015
Saturday, January 3, 2015
Oh yeah.

Oh yeah.
Originally shared by Josh Mannon
Artist: http://www.artstation.com/artist/renfray
Ht trey causey
Friday, December 26, 2014
So guess what? I decided the time was ripe to bring something special to my Swords Without Master experiences...
So guess what? I decided the time was ripe to bring something special to my Swords Without Master experiences...
...may have to debut this Rogue in a Sunday Morning Swords game, when I finally come back to it...
...may have to debut this Rogue in a Sunday Morning Swords game, when I finally come back to it...
Sunday, December 21, 2014
All the Glum you could ever want! And it's gorgeous!
All the Glum you could ever want! And it's gorgeous!
https://austinwintory.bandcamp.com/album/the-banner-saga
https://austinwintory.bandcamp.com/album/the-banner-saga
Thursday, October 30, 2014
Wednesday, October 22, 2014
I just realized--I followed this guy on DeviantART a while ago, and his works are FILLED with eidolons/simulacra.
I just realized--I followed this guy on DeviantART a while ago, and his works are FILLED with eidolons/simulacra. Browse to your heart's content.
http://chris-garrett.deviantart.com/
http://chris-garrett.deviantart.com/
Saturday, October 18, 2014
Y'know, SWM would make a great RPG for playing a game inspired by a concept album.
Y'know, SWM would make a great RPG for playing a game inspired by a concept album. You have ready-made eidolons/simulacra that have a sort of unity to them, and concept albums in particular are heavily about moving from one mood to another.
Friday, October 3, 2014
Came up with an amazing new hack brainstorm...this is after seeing an RPGGeek thread about playing as robots.
Came up with an amazing new hack brainstorm...this is after seeing an RPGGeek thread about playing as robots.
Rogue Robots (or something like that)
Moods: Mechanical (harsh, forceful, technological, powerful) and Emotive (human, cheery, gloomy, agitated, surprising)
Rename "Feats Heroic" to "Subroutines". Use lots of spiffy sci-fi eidolons and simulacra.
Rogue Robots (or something like that)
Moods: Mechanical (harsh, forceful, technological, powerful) and Emotive (human, cheery, gloomy, agitated, surprising)
Rename "Feats Heroic" to "Subroutines". Use lots of spiffy sci-fi eidolons and simulacra.
Wednesday, September 24, 2014
Here's the final pictures!
Here's the final pictures!
Originally shared by Andy Hauge
I made a thing! #SwordsWithoutMaster





Originally shared by Andy Hauge
I made a thing! #SwordsWithoutMaster
Monday, September 22, 2014
Hey! Who wants some spiffy-looking Threads?
Hey! Who wants some spiffy-looking Threads?
https://www.dropbox.com/s/8q3ex1g8xas124j/Morals%20and%20Mysteries.pdf?dl=0
https://www.dropbox.com/s/5onogsozmirg09n/Motifs.pdf?dl=0
Fonts are Seven Swordsmen (From BlamBot http://www.blambot.com/license.shtml) and Nyala.
https://www.dropbox.com/s/8q3ex1g8xas124j/Morals%20and%20Mysteries.pdf?dl=0
https://www.dropbox.com/s/5onogsozmirg09n/Motifs.pdf?dl=0
Fonts are Seven Swordsmen (From BlamBot http://www.blambot.com/license.shtml) and Nyala.
Sunday, September 21, 2014
Darn. There's another great eidolon for the #SeptemberChallenge
Darn. There's another great eidolon for the #SeptemberChallenge
I need to start actually making these Rogues.
http://www.youtube.com/watch?v=NtIfXRLuEKM
I need to start actually making these Rogues.
http://www.youtube.com/watch?v=NtIfXRLuEKM
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