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?

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!

Don’t Play this Adventure like D&D!

This is a boxed commentary for a Basic Roleplaying (BRP) adventure that I’m publishing in the first issue of Fantastic Odyssseys (eta: soon). It applies equally to other D100 Fantasy roleplaying games. It’s a bit ranty because I always get people saying that BRP fantasy games are just like D&D but with percentile skills. I think there’s a bit more to it than that 😉

If you are new to BRP and are using this to introduce yourself and your players to the system, bear the following in mind.

Roleplaying, backed up by skill and characteristic rolls, is important. Making alliances with non-player characters is important, and as well as gaining allies to help them in any big fight, is how the characters learn more about the backstory of Beacon Hill.

Characters are vulnerable. Even if you are using the optional Fate points system a lucky critical hit can easily take down even the most protected character. Encourage the players to think tactically, even if resorting to violence.

While violence is an option, some players will decide to play it overly cautious, even running away from confronting Yiddris and his undead cronies. This is acceptable, and successful completion of the adventure does not require the players to kill all the monsters and take their stuff. The write up even allows for this, giving multiple possible endings (see page xx).

Monsters are People too. The whole adventure twists on this. That the actual villains of the piece are the humans, and one sanctioned by the state carrying Royal Permits of Monster Hunting no less, who have disturbed the peaceful slumber of eternity of King Yiddris. And Yiddris is not merely a bunch of numbers, he’s got his motives and plans that depending on the player’s interactions with him will drive the adventure in one way or another (see Returning to Little Messing page xx).

More the characters do the more they will grow. The more the players push it and do things that trigger skill rolls, the more opportunities for character advancement via skill experience rolls at the end of the adventure.

Information management is a key area of focus for the GM. If the players dig and their characters successfully make the relevant Knowledge skill or Idea rolls, they will uncover more information than if they rely solely on surface-level first impressions. The GM should make them work for anything they learn and should resist the urge to hand out information as a big dump, no matter how fascinating it may be.

The adventure environment is dynamic and connected. The adventure locations are not isolated box rooms, where the inhabitants may occasionally pass each other in the corridors. Instead, the locations are interconnected; NPCs found in one area have relationships with NPCs in another and can move between them. You can use this to move the players along if they become obsessed with looking for clues or simply stuck because they don’t know what to do yet.

This, along with adventures, rules advice, and new monsters for OpenQuest, and an adventure, new fantasy professions and my house rules for BRP, is in issue one of Fantastic Odysseys, a magazine for D100 game systems available before Christmas.

Fantastic Odysseys issue 1 cover by Dan Barker

What I did on my Summer 2024 Holidays Part 1

(originally posted last year back in September on the now defunct Fantastic Odysseys Patreon)

I’ve just returned from my summer family holiday—or Jolliday, as I call it—on the North Norfolk coast. I stayed not far from the seaside town of Hunstanton and the old port of King’s Lynn (formerly Bishops Lynn until Henry VIII renamed it ). The whole area drips history, both as a region and in a personal sense, since my Father’s side comes from there, and I’ve been visiting since I was a child.

A clear example of this is when we went to Burnham Market, famous for being Admiral Lord Nelson’s (hero of the Battle of Trafalgar) birthplace. As we walked from the car park, a “history path” noted various historical events throughout English History, right back to the Stone Age.

First up for a visit was the open day held at the former RAF Bircham and Newton airbase. This was one of the first airbases during WWI and was part of a plan to bomb Berlin that was shelved because the war ended. It was Fleet Air Command’s HQ during WW2 and became a training centre after the war. The base briefly saw testing of the new Harrier jump jets towards its end of life in the 1960s on its grass runways.

The Fleet Air Arm stuff during WW2 was particularly interesting. Norfolk had many RAF bases during the war. It’s why my Grandfather, originally from the South of England, came to the region to fix Lancaster Bombers. This is another personal connection since I now live down the road from where they built them in Avro’s factory in Chadderton. There, he met my Grandma at some dance or another. Last Norfolk holiday, two years ago, we visited the Langham Dome, where they trained anti-aircraft gunners on one of the first simulators projected on the inside. The farm next door still has the runways and some of the hangers of RAF Langham (which was a base for the Fleet Air Arm). And further north, near the coast, Muckleburgh Barracks ,where the same trainees would get to practice on actual guns with live ammunition firing out over the sea.

Castle Rising, one of my favourite castles, was up next. It has been a royal hunting lodge, an open prison for Edward II’s treacherous wife, Queen Isabella, a police station, and, at one point, an insane asylum for one inmate!

Castle Acre Priory down the road was also visited. The ruins are truly epic, and you get a good sense of how big the place was. When the majority of the Priory was destroyed during Henry VIII’s Dissolution of the Monasteries, they kept the “priory house” intact so that the new landowners could use it as a residence. The whole site is part of Norman planned town, which also includes a motte and bailey castle, which unfortunately, we didn’t have time to visit, and whole grid street design is still visible in the layout of the modern town. I could easily write a medieval adventure set in it since it shows clearly how the three classes, “them that work” (peasants), “them that pray” (the monks at the priory) and “them that fight and rule” (knights and nobility) lived.

I’ve had this sense of history growing up and going around places on my holidays. As well as Norfolk, the Cotswolds is particularly huge in this regard. In my roleplaying career, it is probably why I’ve gravitated to games that have settings with a well-defined sense of history, like RuneQuest and Call of Cthulhu, and been less than impressed with some of the loosely defined but otherwise fanciful D&D settings. But I’ve never been brave enough to do any directly Historic games. Publishing Paul Mitchener’s Hunters of Alexandria was as close as I’ve got – and that is but the briefest of touch. I guess my main reason why is the balancing act between providing genuinely exciting game material that is deep enough to engage the interest of the audience without being overly challenged by self-acknowledged experts. I guess I’m a bit lazy and cowardly in that regard. Although, as a one-man publishing outfit I defend my right to do so. Instead, I use my historical imaginings to inform my fantasy games. So don’t be surprised if you see a planned town like Castle Acre in a future OpenQuest Gatan adventure. Castle Rising has already been featured as the fictional Castle Uprising in my ongoing OQ campaign.

When I was a lad, we didn’t have 500+page RPG books

Those young uns with their 500+ pages of setting info and character options. Back in the 80s we had 100 + page rule books, with 23 pages of system, five pages of setting info scattered in high-light boxes throughout the text (WITH A TIMELINE!), ten monsters and WE MADE SHIT UP AND LOVED IT! 🤣

Find out what prompted this Grognard outburst from me by reading my mate Sacha’s reflective blog post.

Warning! Contains RuneQuest 2 from the dawn of Role Playing and mention of Stranger Things Era Geekry.

RuneQuest 2 cover

Short concise rules, setting punchy and yet invocative, oh how we loved you RQ2