About Newt

Games Designer, Publisher, Web Developer, Dad.

Wyrd Sword Playtest now Open

UPDATE 16/08/2025. I’ve now closed the application process, since I’ve got enough playtest GMs.Thanks to everyone who joined up.  I’ll be in touch early next week with the current draft of the rules, to get things started 🙂 

External playtest of Wyrd Sword, my BRP based fantasy game, is now open. I’m looking for GMs with groups to play the game and provide feedback. There’s a signup form here.

The basics of the game are as follows.

  • It’s my take on BRP fantasy using the Basic Roleplaying Universal Game Engine (BRUGE) as a base.
  • It starts with my experiences of RQ3 via the Games Workshop hardcover (equivalent of the RQ 3 Standard box) in the late 80s, before I lost myself in a decades-long Gloranthan campaign in the 90s.
  • The system is updated for modern sensibilities, while still being delightfully crunchy (Hit Locations, Fumble tables, special weapon effects are all in there).
  • It’s not tied to any specific setting, and there’s an assumed setting called the Realm, which you and your players develop the details of which as you go along (ie, discover through play).
  • Play is focused on the characters who are Champions of the Wyrd, a creative force that shapes the world and that has chosen them to defend it against the Agents of the Warp, an opposing primordial chaotic force from which the Wyrd weaves the world and which actively fights it to undo the order placed upon it. The characters are competent in their starting profession (of which there are 35), being around 50-75% in their primary skills.
  • It’s not a game of mythic fantasy or cosmic investigative horror. The game explores the character’s adventures through sandbox adventures, as they build up their own personal power and become legends in the Realm.

More about the game in detail, comparing it to BRUGE from which it was developed, in the following document.

There are also the following blog posts about the game in more detail.

Note: If your are an OpenQuest fan worried that I’m abandoning OQ for this, don’t. Legacy is very much a one off self-contained book, it should give you all the tools to run a very focused BRP fantasy game. Also, it’s a very different play experience, so while I’ve had a really fun time playtesting it, it’s in a way deepened my appreciation for the very different style and experience OpenQuest brings to the gaming table

Note II. This is the game I’ve been previously calling Legacy. When I opened the external playtest someone kindly pointed out that there was another game called Legacy, and futher research revealled there was at least two, with numerous games with names like Legacy of… or … Legacy. So a quick rename was in order.

10 Years of the Grognard Files Podcast

Crikey, it only seems like ten minutes since Dirk and Blythy started up their podcast about returning to gaming after a gap to do adult things. It’s Old School by inclination, but willing to try new things. I’m a big fan and regular attendee of the Grogmeets, the small convention organised for fans of the podcast, both held locally in Manchester in the winter or the virtual ones.

Oldhammer part 2 Forces of Fantasy and the Book of Battalions

My, how time flies when you are having fun! Finally, here’s my quick nostalgic review of the follow up “supplements” to Warhammer 1st Edition, You can read part one here.

Forces of Fantasy, was released in 1984 a year after the main game. It continues the Warhammer 1st Edition as a sort of UK RPG equivalent to Original D&D Whitebox analogy, by expanding and the play options and rulings for the game..Except instead of being a series of booklet supplements which expand the game, which was the case with OD&D, its a box set with another set of softcover booklets. Cover art is by John Blanche, who does much of the black and white interior art.

Book 1 Forces of Fantasy sees the introduction of army lists, which greatly expand the monster listings from the base game. They ran a cut down version of these as a series of adverts in White Dwarf magazine. Here’s the one for Dwarfs.

I had a copy of this, from a friend who had picked up a bunch of early Warhammer along with a job lot of minis (which I have to this day, nearly forty years on!) who sold them on to me at pocket money prices. I poured over incesantly trying to work out what it was all about (my canny friend, who now works as an investment banker, kept hold of the base game, judging correctly it would be worth something some day). To my fiftheen year old, BX D&D/AD&D soaked brain, used to getting a one size fits all stats block, the army lists were an eyeopener. That each profile, listed the types of monster, and put it somesort of cultural context, blew my mind. And that each entry had an iconic images of humaniod, nicely laid out. A vast improvement over the plain typeset of the main rulebook.

Book 2 Fighting Fantasy Battles is a bunch of rulings that pretty much upgrade the game to Warhammer 1.5. Fixes, additions and the frame work of how to set up a battle are the meat of this book. And also a firm indicator of where Warhammer is heading in its 2nd Edtion, a fully fledged wargame. Apart from the Advanced Rules for Characterisitics – which are applicable to command group characters, who are the pcs of the RPG side of the game, perhaps the only thing that could be stretched to be RPG related, is the Regiments of Reknown, which are eight famous mercenary units from the Old World (which emerges ever so slightly more in Forces of Fantasy), with their narrative background. I’ve got one of these Bugman’s Dwarf Rangers in miniture form, which remains one of my prides and joys of my Oldhammer miniture collection from the 80s.

Book 3 Arcane Magic greatly expands the magic rules, in both terms of spells and magic items. It also introduces rules for treasure hordes, and summoned monsters (Demons, Elementals etc.).

Book of Battalions. The final book of the box set is a collection of famous armies from the Games Workshop staffers battles. This is billed as a free supplement, and the introductory text emphasises that its a bit of fun, celebrating the early battles using the rules. From a roleplaying perspective, its almost zero use, but does give lots of narrative tit bits.

Overall Forces of Fantasy is a step up in both presentation and game content. But apart from a bit of narrative fluff here and there, important fluff which sets the foundation of what the grim and perilous world of Warhammer fantasy will be like later on, there’s almost zero roleplaying content.

Which gives a good indication of how things are going to be in Warhammer 2nd Edition, which just round the corner in early 1985.

Latest on Legacy, Magic, Rituals and Martial Arts!

Following on from my soft-reveal ( see What I did on my Summer Holiday’s Part 2), I’ve been quietly busy working on Legacy, my BRP Fantasy game.

I started an Internatl Playtest back in March. Mainly this has been overwhelmingly fun, gradually introducing the new rules to two players both verterans from the RQ3 days. Much to my surprise bringng back alot of the things I dropped from OpenQuest for Legacy, in redone streamlined way, such as hit locations, tick box experience, specials, and fumble tables has actually works and is fun in play. Legacy is crunchy like honey nut cornflakes – morishly tasty and without the irritating bits.

I decided to redevelop the Magic System, egged on by Adrian Smith, one of my playtesters, who is playing the Magican Joan De Dimeter. This has been a complete upgrade of the BRP Magic system, whose origins lie in the Worlds of Wonder box set first published in the early 80s. The overall goal is to make BRP magic more interesting, flexible and powerful. And I’m happy to say that after a thorough rewrite, it does that. The number of spells has grown from about 30 in BRUGE to 51 in Legacy, with 38 reusable magic powers being the basis of them. No more will the players look at a spell and feel slightly underwhelmed at its power. Now competant Magicians with Magic Casting over 50% have the option to step up their Duration, Range, number of Targets, scale up the effects of the spell, by spending additional magic points. They can even create new spells from the powers they already know from spells in their character’s grimoire (spell book) or research new ones from dusty arcane libraries. Players who feel intimidated by the idea of making up spells and changing properties on the fly, can simply use the Spell List of 50+ spells, and ask other players and the GM to work out how to tweak spells on the odd occasion that they want to do that.

Ritual Magic has its own chapter and Enchant, Summon, Ceremony skills are back, after RQ3, streamlined and self-contained. Perhaps not for the causal player who want to cast spells and forget it, but it opens up whole more considered options for advanced magicans.

Finally, to balance out the powers system and give warrior types something to play with, there’s a whole chapter on…

MARTIAL ARTS

Not just those that take inspiration from Hong Kong action movies, but also inspired by Hollywood films of the 40s-50s like Douglas Fairbanks Jr./Errol Flynn’s Robin Hood, and Kirk Douglas’ The Vikings. Seven Martial Arts styles are detailed, each with a set of core benefits that activate when the Martial Arts skill is successfully rolled, and a set of Techniques, which are special moves and attacks that the character selects as they increase their Martial Arts skill.

Did I mention my character has the Axe Throwing Technique?

The idea with Martial Arts was to give veteran fighters a power system all of their own, to advance through as magicians gain more magic. A bunch of fun options to spice up combat and make it more cinematically fast-moving. While we are in the early stages of playtesting, intial signs are good.

What’s the Britpack up to Summer Edition

Jon Hodgeson is posting art by Paul Bourne from the upcoming Hot War/Cold City ttrpgs release

Hot War art by Paul Bourne

More fantastic art, an update from Jon and game designer/historian Malcolm Craig in this Kickstarter update.

If you’ve not backed this one, you and me can’t be friends. Highly recommended. Late pledges still open!

Paul Baldowski of Cthulhu Hack/Dee Sanction fame is working on a MOrg Borg based game…

Guy Milner of Burnafterrunning.com also reviewed the new Warhammer Old World Players Handbook.

Jon Hodgson was also seen celebrating the release of the Forest Dragon on Bluesky, 11 years ago.

This is a great little game that was a great game for all the family, and kept my kids entertained when they were primary age.

Finally, from Ian from Fenris Games.

Back in March we inherited a whole bundle of models from the now retired Otherworld Miniatures range and I’m gradually releasing them as funds and time allow. Due to popular demand I’ve created a separate section for them in the shop so you can find your way straight to them with less searching!

Swords Against the Shadows, the End is Nigh!

As I type we are in the last two and half days of the Swords Against the Shadow’s Kickstarter.

The main rulebook was funded in seventy two minutes! So in the remaining time we’ve been busy funding stretch goals that are going in a separate book/pdf called, Swords Against the Shadows. So this means backers get two for the price of one books!

Here’s the work in progress cover by Dan Barker, who will be colouring the final piece.

So far we’ve funded nine stretch goals, which cover things like rules for Companions, an adventure generator, a Age of Sail settting and two adventures.

Now in the final days of the Kickstarter, we see the end of the world approach. The human world that is, as the Serpent Folk who have long scemed in the Shadows come out of it to reclaim thier world in the Snake Bite setting. The final set of stretch goals detail the Serpent Noble character class, if you and your players fancy playing “evil” and being in the driving seat of the Serpent Take over, part of which plays out in the adventure The Fall of Domios. Once we fund those, the campaign rounds out with more character classes (conversions of the remaining exotic character classes from Crypts and Things, and the Necromancer) before making the OGL portions of the game available as a Text Systems Resource Document.

But quick time is running out.

Last Seven Days of the Swords Against the Shadows Kickstarter

This time next week, our highly successful Kickstarter for our Swords and Sorcery RPG will be over.

Funded in 72 minutes of launching, we’ve smashed through one set of stretch goals, and I posted another set two days ago, of which we’ve already funded one.

As well as the main rulebook, backers will get another book, The Swords Against the Shadows Companion in PDF/POD which contains the following funded stretch goals.

  • Fiendish Folio. Another 25 monsters for the game.
  • Gazetteer of the Jewelled Coast. More details about the example setting.
  • The Tower of Shadows, an introductory adventure.
  • Adventure Generator. A series of random tables to quickly generate Swords and Sorcery adventures.
  • Companions. Party is a bit low on player characters, or one or two players in need of NPC help? This article will not only give tables to create companions randomly, but also some guidance on how to run games for one to two players. 
  • Sails and Sorcery. A second example world, of Golden Age pirates versus a sorcerous secret society that seeks to drown the current Empire of Sail and start the world anew. 

Here’s the cover of the Companion, which is in the process of being fully coloured by its artist Dan Barker.

Swords Against the Shadows now on Kickstarter

Swords Against the Shadows is a tabletop roleplaying game of epic Swords and Sorcery heroes and anti-heroes pitted against the evils lurking in their world’s shadows. Fight demons from the Outer Dark, and oppose the schemes of malignant Sorcerers, to protect the small pockets of civilisation that survive surrounded by hostile wilderness.  Use the game to recreate thrilling fantasy adventure tales, as told by authors such as Robert E. Howard, Michael Moorcock, and Clark Ashton Smith.

The game is based on the popular pick-up-and-play Black Hack 2nd Edition, modified to meet genre expectations. If you are familiar with the World’s Favourite Roleplaying game, you’ll be right at home here and find much to like in this wonderful rules-light, fast-playing rules set.

The book is 80 pages long, in an A5 softcover format, with black and white illustrations throughout. It features this marvellous front cover by Jon Hodgson. 

At the time of writing, the Kickstarter funded in just over an hour on the first day, and the first three stretch goals have been funded.

Swords Against the Shadows, what are Characters like?

Here’s a preview from the Characters chapter of the upcoming Swords Against the Shadows game, coming to Kickstarter on July 1st for two weeks.

Decide on Character Class

First, choose a class (see page 7 onwards). The class determines what
sort of adventurer they are and what innate abilities they have. The four
choices are Barbarian, Fighter, Thief, and Sorcerer.
Each class has a section entitled Essentials which details the following.

  • Starting hit points at 1st level.
  • Hit Dice. The dice they roll for additional hit points after first level.
  • What sort of sanity loss the character is particularly resilient against.
  • What arms and armour they can use.
  • The damage they inflict in physical combat.
  • Each class has a selection of Styles, which tell you roughly what the
    character looks like and their starting equipment.
  • Importantly, each class has a set of Class Abilities that differentiate them
    from the other classes and tell you where they excel.
  • Finally, there is a section that tells you what happens when they gain
    a New Level and through having enough experiences (see page 31)
    levelling up.

Here’s the Barbarian class as an example.

Get notified when the Kickstarter opens, and sign up for the notification page.

World Building for Swords and Sorcery Games

Here’s an excerpt from the Referee’s section of Swords against the Shadows, coming to Kickstarter soon.

World Building

Here’s a quick list of things to consider when setting up a setting for Swords against the Shadows.

  • Style. What’s the tone and feel of your setting?
  • People. What are the major human nations and cultures?
  • Nations. What important lands exist in the setting?
  • Patrons, Lovers and Nemeses. These are larger than life non-player characters whose schemes frequently involve the characters.
  • Level of Technology/Magic. Most S&S settings are low on magic, being the preserve of Sorcerers and generally considered a bad thing. Likewise, technology can vary from the Stone Age to the Renaissance and all points in between in a setting.
  • Monsters and Mysteries. What enigmas and attendant threats will the characters uncover during their adventures?
  • The State of the World. Overall, considering all of the above, at the beginning of play, what big events are rumbling under the surface, ready to erupt?

Style

This is shorthand for the general theme and tone of your setting.
Here’s a quick list of themes that you can either pick from or roll randomly on a d6 to choose.

1 Swords against Evil. Demons prey on everyday folk, only the swords can protect the innocent.
2 Swords Against the Skullduggery. The world is dominated by powerful factions run by patrons or hidden nemesis whose criminal enterprises are enacted by agents. It is up to the Swords to bring their schemes into the light of day and foil them.
3 Swords for Discovery. Much of the world is unexplored wilderness. Swords are explorers who open up the world, find treasure, and reveal ancient world-changing secrets.
4 The Swords who would be King. Either by design or more likely the characters are thrust into the leadership roles of their local city/kingdom.
5 Swords Against Sorcery. The characters are pitted against the schemes of either a solo Sorcerer or a Cabal who, for some reason, has it in for them.
6 Swords Against the Apocalypse. A great set of events is set in motion that will destroy the Swords’ world unless they get involved and drive the course of destiny.

This is only part of World Building chapter. In it the Jewelled Coast is presented as an example setting, which has been generated using the questions and answers method.

Map of the Jewelled Coast
Map of the Jewelled Coast