One the best aspects of the OSR
movement is the DIY attitude. In the last years, this principle gave us not
only excellent retroclones but also original games; some of those are of
particular interest to me because they’re clearly “built” from pieces of other RPGs,
but in a very interesting way. Examples are Aspects of Fantasy, Dungeons & Delvers - Black Book and, of course, Sharp Swords & Sinister Spells.
Sharp Swords & Sinister Spells
(or SS&SS) came to my interest originally because the author is a fellow brazilian
– and the one responsible for translating to portuguese DCC RPG (one of my all-time
favorites RPGs). However, after reading SS&SS I became instantly a fan of
this little gem. You can see my review here, but the elevator pitch (in my
opinion) is that SS&SS is a variant of Black Hack that incorporates a lot
of cool rules in order to create a light Sword & Sorcery game. Its classes take
the best of others games that I appreciate and its spellcasting system seems to
me almost like a lite version of the DCC RPG casting system.
OK, enough for introductions. What Sharp Swords & Sinister Spells Addendum is about? First, it is a B&W PDF with 90 pages (the
original SS&SS is just 50 pages). Like the core, the Addendum is available
as PWYW product at DriveThruRPG.
The Addendum opens with guidelines
for using Vocations (the hero’s open concept, like “Barbarian from the Iron
Horde”) almost like FATE’s Aspects. This is something that I already did, but
it’s great to see the author defining it with more concrete (but simple) rules.
For those that don’t like Aspects, there’s no problem: the rules just show you
how to use Vocations in a positive or negative way (with
Advantage/Disadvantage), also allowing the hero to recharge his Luck.
Next topic is Multiclass. Here
SS&SS takes my favorite approach: instead of pre-build kits, it provides simple
rules for mixing and matching all Archetypes (Warrior, Specialist and Magic
User). Actually, it goes further and lets you built different heroes, like
nonhumans. I loved it. My only worry is the balance factor. Multiclass heroes
usually requires more XP (game sessions) to advance. I’m not sure that’s the
best approach and I’m tempted use in my tables something involving a few “free”
Negative Die/Setbacks/Complications per session (or maybe something making Luck
harder to recharge, I’m still not sure).
The next topics are a few guidelines
for Languages and rules for Zero-level PCs (this last one clearly inspired by
DCC RPG). Also inspired by DCC are the Learning New Abilities section, which show
us how heroes may gain specific new abilities (like fighting techniques, mystic
powers, etc.) and even list a few examples. It’s my favorite approach to PC
development and I’m glad to see another RPG embracing it.
Next we get the Blood rule. This basically
matches a PC’s Physique ability score as his hit points, which is nice because
the game (like many D&D-derived RPGs) is very lethal at lower levels.
The SS&SS Addendum also provides
a Sanity & Madness section. I missed more concrete rules here. I believe Madness
could be faithful recreated in SS&SS by giving the poor hero a “Madness
Vocation”.
Resources & Treasures gives you
abstract rules for money and rewards and is another awesome example of the
versatility of the Usage Die (I hope to write a review of Dungeons &
Delvers - Black Book, which is a game that really shows you how far you can
push the Usage Die). Of course, Resources & Treasures is followed by a now
classic “Where did my gold go?” table, in perfect Sword & Sorcery fashion
(although I missed a gamble aspect to table, like Jeff Rients’ carousing
rules).
Next topic is Quick Equipment. It
may seem silly, but ready-to-use equipment kits are in my opinion one of the
most important rules for any game. Most of my tables hate to buy equipment and
when you’re introducing the game to new players (or just want to get direct into
action), things like skill/feat/equipment lists are true let downs.
Drunken Luck is our next academic
topic, and it’s an awesome variant rule for heroes that bet in their liquor to
keep kickass-ing (which reminded me of the equally great rule from the D&D
5E playtest).
Adventuring Companions is a rule to
form bonds between the PCs.
Journeys and Travels is a good
cut-scene rule, for when you the party must get to the next spot, but the
referee also wants to keep verisimilitude – so the PCs make a Luck check to
avoid hazards.
After travel hazards we get rules
for ‘Strange Effects of Ancient Spellbooks’, 20 new spells, True Names and True
Sorcery. This last one is where you get those earth-shattering spells and dooms
usually employed by the Evil Wizard of many S&S sources. Here are the guidelines
for spells that target armies and affect entire fortifications. While the
SS&SS Addendum does provides concrete rules for using True Spells
(including the caster sacrificing ability score points permanently), I prefer
the old Swords & Wizardry approach, where you basically threat high-level
(or epic) spells as unique magic items.
Still talking about the arcane, we
get a lite but very flavorful rule for Arcane Corruption, where the more spells
a Magic User knows the more inhuman he gets. The next wizardly topics are Rare
Ingredients and Drugs & Other Preparations (yes, lotus dust is here).
All those variants and additional
rules don’t encumbrance the game and rarely occupy more than a page or two. In
fact, it’s amazing how broad the SS&SS Addendum is, because we just reached
the middle of the PDF.
Next part is a Monster Generator.
This is the supplement’s biggest section and is mostly covered by
system-neutral tables with basic ideas and descriptions for monster
(aberrations, animals, beings from the future, undeads etc), although at the
end we get a list of 100 special abilities (with rules), besides suggestions
for monsters’ Weaknesses and a rule for Mooks.
After the monsters we get an
excellent rule for creating Rumors, in which the entire table participates.
This is a brilliant way of engaging the players, besides helping the referee. I’m
extremely tempted to use it in all my tables right now.
SS&SS Addendum isn’t done with
us yet. So we get tables and rules for Forgotten Artifacts, Random Life Events,
“What Has Changed Since We Left?” (a table used when the PCs return to a town
or outpost they’ve visited before) and an Adventure Title Generator.
The SS&SS Addendum is a perfect
example of a supplement that highlights its’ Core Book without changing the
game’s strong points. There’s so much stuff you can use here that I can’t
recommend it high enough – be it for SS&SS, Black Hack or other similar fantasy
games.
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