- Created on Wednesday, 17 April 2013 09:47
- Written by Paul Wolfe
Swords and Wizardry is a blessing and a curse. I’ve played this game (or some iteration of it) since 1983 when my cousin pulled out a red box with a dragon on the cover and said, “My grandma bought me this. I have no idea how it works.” From that day to this, the game has gifted me with laughter, friends, new experiences, and strange thoughts. At the same time, it curses me with constant associations; anything I read, see, experience, or think about is colored by D&D..or S&W or...you know.
In search of “adventure,” I’ve jumped from high places, rolled across the desert in a giant gun, run from and/or been caught by the authorities, hiked into unknown places with only basic necessities, and watched the world with an eye to the magical. I’ve seen the game change from a simple set of folios in a cardboard box (and filled mostly with your imagination) to a “programmatically logical and internally consistent” set of rules that had some people tearing their hair out. But it always came back to that box of imagination, and now I believe the game is firmly back in that box. Swords and Wizardry proves it along with the explosion of OSR rule sets, supplements, blogs, forums, and gaming groups (online or off).
The Mystic Bull crew chose to honor Swords and Wizardry with our own small box begotten of our imaginations: a handful of artifacts that are both a blessing and a curse. Some were created years ago when all we had to think about was the three G’s (Girls, Grades and Gaming). Others are more recent. All of them present characters with the lure of easy power, but there’s a clenched fist held behind the back for those that seek to abuse that power. Wizards are not to be trifled with. Their artifacts are imbued with this warning and the draw of imagination.
Are you going to open the box?
— Paul Wolfe