Swords, Sorcery and Sandboxes

The Wyrd Sword Kickstarter campaign is winding down, we are currently in the last three days, and I wrote this rather big update, which I’ll reproduce in full here since it deals with the holy grail of OSR, writing Sandbox adventures.

With the campaign entering the final straight of funding, I thought I’d explain the stretch goal, which was funded a couple of days ago and, in many ways, illustrates the player centred style of the game.

So you funded an introductory adventure in the main rulebook. This is already part written, it’s just a matter of adding a bit more description and monster stats and it’s done. I didn’t include it in the basic goal because, frankly, I had run out of steam writing it. Funding it as a stretch has given me a good dose of excitement to get it done.

So let’s have a look at what it entails. Here’s the introduction.

Adventure: The Tower in the Badlands
The Situation
An old Tower stands on the borderlands of the Realm, just outside the boundaries of the town of Hogwoppit by the Badlands. Once part of the Realm’s early warning system of beacons and a refuge for locals from monstrous raiders from the Badlands, it has been deserted for hundreds of years.

Rumour has it that a Sorcerer and their pets have moved into the tower, searching for a lost treasure trove hidden somewhere in the building.

Curious, the adventurers are drawn to Hogwoppit, along with other interested parties, in preparation of a raid on the tower.

So there you have a pretty standard fantasy adventure set up. The adventurers gather in the nearest friendly town, do some last miniute shopping for their expedition, travel through the wilderness (where they may or may not have an encounter) and arrive at the tower to explore, loot and fight anything they find there.

There are some twists, but I wanted to do something straightforward so players and GMs could easily get into it while they learn the game.

What’s different about this adventure is the framework I’m using to present it. I could easily do a scene-by-scene write-up (Scene 1: The Town, Scene 2: What Happens on the Journey, etc.), but instead I’ve chosen to go for a sandbox style of play.

This breaks down into defining the elements of the adventures in advance.

The adventure is physically split into three Zones, as follows.

The Hub Location of the town of Murith – This is a safe area for the characters where they can buy equipment, learn rumours, train between adventures, and gain Quests (see below) from local movers and shakers. In game terms its where the GM, with player input set up the stage for the adventure. While the players explore and interact with it in-game, and may make skill rolls to interact with the locals to learn rumours, because it’s a safe place, they can not earn experience, and so there is a push not to linger and get on with the adventure properly.

The Town of Hogwoppit and surrounding farmlands. This is a Settled zone. While it is possible to get into fights and other acts of skulduggery, part of Hogwoppit’s charm is that it’s a nest of rather shady characters and slightly lawless in a Wild West sort of way, it’s still easing the characters into the adventure proper. Quests and Rumours are given out by the locals, and more information about what is to come.  

Next up is Wilds. Here, law and order of the Realm is completely absent because its officers do not come this far out, and encounters with wild animals, raiders and other elements that survive and thrive in this environment are the norm. This is the road to the Tower and its surrounding bushlands.

Finally, the Tower itself sits in the Badlands, a zone similar to the Wilds in many respects but actively hostile to the Realm’s residents. This is where the raiders come from and where infamous local monsters make their lairs. This is the default “pull” of the adventure setup: the characters, as adventurers, are overwhelmingly curious about the Tower as a place of loot and glory!  

To populate each zone, there are the following objects.

  • A Events/Encounter tables. Not only could you meet monster x, but also what monster x is doing. For example, a Tax Collector and his armed escort, leaving town with a loaded cart of treasure after a collection. 
  • A Rumour Mill (optional). If there are locals who can provide gossip and half baked options about the adventure and what it entails, this D20 random table provides them.
  • NPCs/Monsters. Fully stated in true “Monsters are People Too” style. 
  • Locations. Castles, ruins, villages, and underground cave systems of a fantastic nature. 

Also, the factions. In the sandbox of the Tower, there are three active groups.

  • The Order of the Rat. Knights who, unlike other orders of the Realm who revere Lord Day (the stereotypically warlike male Sun God),  follow the more shady Lady Night as their patron. 
  • The Cult of Death. Cultists of the Warp led by an undead sorcerer. Obvious enemies and stated to be effective protagonists to the characters.
  • The Black Boar. Group of local bandits. They steal from the rich and give to the needy, but with a shady alliance with the Knights of the Order of the Rats, are they really the characters friends?

Factions are potential friends and enemies that have their own interests and goals in the sandbox, with which the characters can interact with.

To push things along, if the player’s natural curiosity is low.

  • Quests are given by important NPCs. If completed, they not only reward the characters materially, but also with increases in Status.
  • There are Event/Encounter tables for each active zone.

What Wyrd Sword adventures lack is a well-defined plot that leads to a tightly defined outcome. Historically, the most popular BRP adventures have been sandbox style ones, and even adventures which are basically a write up with stats of a playtest adventure are seen by prospective GMs as only one way to play an adventure that they break down and mine for ideas before running. So with the style of write up I’m using for Wyrd Sword, I’m doing this before we start.

In my playtest games, after explaining the setup of the sandbox, and perhaps giving the players the opportunity to pick up some Quests from local VIPs in the Hub Town, their characters headed off into the Wilds, taking routes the players found interesting. They interacted with NPCs, sometimes fighting them, sometimes not, and genuinely surprised me in the process. There was one sandbox adventure, where I subtly set the scene of one group being enemies, and a NPC being a potential ally, through in-game rumours and conversations with the locals. In the end, the players allied with the enemy faction and actively attacked the potential ally. And the best thing, it all made sense, was more fun than me “railroading” the players and a good story that everyone can tell for years to come. What more could you want from a roleplaying session?

Wield the Wyrd Sword!

So we’ve smashed through the main funding goal, and last night I threw up some stretch goals to see us through to the end of the campaign on Tuesday, 19th May.

Currently, funding is a Quickstart, which includes an adventure and just enough rules to teach you how to play and run it.

Backers will get this starter module in both PDF and POD formats, exclusive to the campaign. It will not be available in print at general release.

Here’s the pitch of the adventure.

One of the Realm’s legendary founders, Queen Assure, left her famous Green Sword in a stone that can be found in the woods just outside of the village of Imping by Green Wood.

Every year, there’s a race there and back to the Sword in the Stone, to win a pot of gold generously donated by a local Merchant.

As well as winning the race, could your team contain the one who pulls the Sword in the Stone and inherits the Wyrd of the Founder?

Is there any truth in the rumours running wild that a Demon of the Warp is abroad in the wood?

The adventure introduces the Game Moderator and the players to both the rules and the setting, exploring the game’s theme, Warp vs Wyrd, straight away. The quickstart also contains six premade characters, so you can pick up and play.

Paul Tomes did this lovely cover for it.

A ghostly woman in a dark wood

How I Wrote Wyrd Sword

This has been a passion project that I’ve been working on for a good two years on and off, since the reality of having one of my all time favourite roleplaying game systems, Chaosium’s Basic Roleplaying, became available via the ORC license in the form of the Basic Roleplaying Universal Game Engine (BRUGE) book. It was a somewhat obsessive itch that I could not help but scratch.

NEWT BRP

My first go at this was a quick hacking project I undertook in my Easter break of 2024. Take BRUGE and can if I could do a quick fantasy based game from its text. This very personal version (hence the name) was a very rough edit down, cutting and pasting, and writing a bit of text to glue it together.

So did I get a quick Fantasy BRP out of it? Sort of, with the following caveats.

  • I was a bit unhappy with the “normal folks” professions. I know this is a big thing in Call of Cthulhu, but honestly, professions like Farmer and Slave just don’t do it for me.
  • I chose Magic out of the many Powers systems for NEWT BRP, and it has gaps as a one sized fits all magic system that does what I want it to do. BRUGE has about 33 spells while the current Wyrd Sword draft has 40+ spells.
  • It was still burdened by systems from the 70s like the Resistance Table that don’t meet modern expectations for playability.
  • In my opinion, the system, despite being edited down, was still a bit bloated for what is meant to be a “Basic” role-playing system.

So once Easter was over, I put it to one side and got on with other D101 Games projects.

The Inspiration for Wyrd Sword

Using points of concern about the NEWT BRP as a starting point, I took the draft along with me on my summer 2024 holiday.

The aim this time was to produce….well initially I wasn’t sure what? Then inspiration struck!

My gaming youth in the late 80s was made up of a heady mix of AD&D 1st edition, which then advanced into playing the Games Workshop editions of RuneQuest, Stormbringer and Call of Cthulhu, which for the time were lavishly illustrated colour hardbacks.

Here’s the RQ book, equivalent I believe is Avalon Hills Standard RQ box set.

Games Workshop's RuneQuest 3 book

I loved this book when it came out in the late 80s. It was my first real entry into the BRPverse, and even though it was a very short 100 or so pages, it was enough to inspire me to run a campaign in a setting of my own devising (since the Glorantha was not included in this book) for a good six to nine months.

So what I did during these Summer Holiday Sessions was to expand on what I did and move it towards something I could publish. The following blog post expands on this. Note the system was called Legacy then, before I realised that there was at least three other rpg games called that!

The Realm and Borderlands playtest

So eventually, I had a playtest worthy draft and decided to take the plunge with my friendly daytime online players, Adrian and Tony. Both were enthusiastic to see what I had come up with, as they were both fans of RQ 3 back in the 80s/90s. We played using Role VTT (playrole.com) the sheets for which will be released along with the book.

 Three bearded men, of various beard lengths, playing the Basic Roleplaying Game Wyrd Sword online using Role Virtual Table Top
Playing Wyrd Sword with my daytime online group, from top left myself, Adrian and Tony.

Lots of rough edges were filed off. A overly complex Flexible Magic system was sacked off in favour of the Magic system with tweaks to make it more flexible, and I wrote a Martial Arts system, as power system for Tony’s warrior, so they weren’t outshone by Adrian’s Magician every combat. It brought balance to the game, and I’ve found the duo work together in combat smoothly now, which is inspiring.

Big one for me as the GM is my proposed Sandbox, or Toybox, framework for adventures works! No big meandering plotlines, just quick action, using reusable Non-Player Characters, Locations and a system of Quests. A bit like computer RPGs like Fallout and even Borderlands.

Also it turns out its a very different game to OpenQuest (phew!). OpenQuest is a big, rather epic fantasy game that explores how characters relate to the supernatural world and the myths that surround it. While Wyrd Sword is more about the characters and them making their way in the world and becoming Legends in their own right.

The Current Game

So, where am I up to so far?

  • Mega Gaming Fun, but with moments of grit and intense focus on the characters.
  • A comprehensive array of fun character options. Four playable species, thirty fun professions, 40 plus magic spells, seven martial arts styles and as well as arms and armour, various kits of adventuring equipment for quick pick up and play character creation.
  • A streamlined version of BRP that includes modern innovations like the Wyrd point system, yet remains recognisably BRP.
  • A setting, the Realm, that is discoverable via play rather than a series of setting supplements, and can easily be reskinned to whatever fantastic style you fancy.

Who will like Wryd Sword?

  • If you are already familiar with BRP, through games like RuneQuest and Call of Cthulhu.
  • If you are a system tinkerer. BRP’s rulings break down into modules that are an easy swap in or out. Even if you don’t play Wryd Sword as written, you can easily swap in your preferred BRP rules variant or use bits from it in your own BRP games.
  • If you are a veteran of BRP who wants a game that works out of the box (That’s me)
  • If you and your players are coming from 5th Ed and want an instance of BRP that is easy to learn yet offers all the options for open play that BRP is famous for.

What’s Next?

The game is on Kickstarter from Tuesday, 5th May to Tuesday, 19th May (that’s two weeks), with minimal stretch goals and a fast and furious campaign that focuses on the book. I do have plans for if the funding goes ballistic, which adds support for the game, and celebrates its co-creating style of adventure creation, while not delaying the release of the game with me being tied up with rewrites or writing additional material. But these two weeks will be your only chance to get printed signed and sent copies, and even a nice red leatherette version of the book!

Preview of Wyrd Sword now available

Here’s a quick seven page preview of Wyrd Sword. It contains an overview of what the game is about, an example player character, and, for existing BRP and OpenQuest fans, how Wyrd Sword is different from those games.

The Kickstarter opens next week on Tuesday, 5th May. The following is a link to its page, which is currently in prelaunch mode, so you can sign up to be notified the instant that it goes live.