Monday, May 30, 2016

The Impetus

Many tabletop role-players are natural tinkerers, especially ones who spend considerable time behind a GM screen, and people have been producing their own rules from the very beginning of the hobby.

The impetus to write this particular rules set, Sorcery & Steel, grew out of the confluence of several events:

  • I taught chess to children as a hobby.  During this time, I started to seriously analyze game mechanics in general.
  • Concurrently, I started reading for fun about the history of Dungeons & Dragons (including articles from The Strategic Review and The Dragon).
  • Also concurrently, I was lucky enough to join the table of a world-class GM, someone who has spent countless hours analyzing the mechanics of 1e Advanced Dungeons & Dragons.
  • Finally, after many years of playing and running other rule sets, I also returned to GMing 1e AD&D for the first time since grade school.

Consequently, a light went off in my head and I was able to identify and to understand D&D's fundamental building blocks (e.g., its wargaming roots as expressed by the class mechanic).  And, not surprisingly, a desire grew to shape, rearrange and even replace these building blocks to better fit my own role-playing preferences and design goals.

Monday, May 23, 2016

Hello, World!

Welcome to this little corner of the interwebs!

Like many other long time tabletop role-playing gamers, I've been developing my own rules set for the last couple years, tentatively titled Sorcery & Steel.  Starting as a collection of house rules for 1e AD&D, eventually I decided it had to be its own thing after I replaced Vancian magic with a spell point system, since Vancian magic is one of the defining hallmarks of Dungeons & Dragons.  The focus of Spells & Swords has been to make my life as a GM easier and to speed up gameplay.

Let's see if I can get this sucker to publication!