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Shadow, Sword & Spell: Basic

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You hail from a world awash in conflict, danger, and threats. You might be a thief due to your knack for picking the pockets of rich merchants in Gravinia while evading the blades of the competition. You might be a raider selling your sword to the highest bidder and fight for any or all as long as the silver flows. You might even hail from mysterious Cal athar and have an affinity for arcane forces, using them to work spells outside the realm of Man. Written by Richard Iorio II (Colonial Gothic) and James Maliszewski (Thousand Suns) as well as powered by 12°,Shadow, Sword & Spell has everything you need to run games inspired by the greatest pulp writers of our time.

194 pages, Paperback

First published August 8, 2010

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Richard Iorio II

38 books7 followers

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202 reviews1 follower
January 19, 2015
Ring Side Report- RPG Review of Shadow, Sword & Spell books
Originally posted at Throat Punch Games, a new idea everyday!
Product- Shadow, Sword & Spell: Basic
System- 12*
Producer- Rogue Games
Price- ~$5.25 Here
TL; DR- All the stuff I love in an RPG 94%

Basics- How about some good, old fashion pulp fantasy! Shadow, Sword & Spell is an old school RPG with some new mechanics and a serious side of Conan. It's a simple system, but simple in a smart way. It's also human focused. Let's look at the first book, and possibly the only book, you need to run the system-Basic.

Mechanics or Crunch- This game doesn't have a ton of moving parts, but let's look at the different things presented here:

Base Mechanic- This system used a 2d12-based, roll-under system for all tasks. Basically, for any given task you determine an attribute from your character (like brawn for swinging a sword) and a skill (melee for the sword) and add those two numbers together. That's the number you need to roll under on two twelve sided dice. All tests are resolved this way. Its quick, it's easy, and I've just taught you the entire system in 30 seconds.

Degrees of Success- From above, you need to roll under a target number. BUT, what I really like about this system is the degrees of success really matters. In your standard DnD Game, hitting the orc with a 10 on the d20 really doesn't change how dead the orc is compared to a rolling a 15. However, in this game, you count how far under the number you needed to roll. If your opponent wants to dodge the attack, he/she/it rolls under its quickness and dodge scores, and counts the degrees of success (if any). The target's successes are subtracted from your successes, and if you still have hits, you hit the target and that number of net hit is multiplied by the weapon damage of your weapon. This system uses NO other dice. Thus, a hard hit is one where you are way below your own target number and they completely flub their defense roll. It's interesting, almost as if you run the race against yourself. I like that a really good roll has a really good result. This works for everything from sword fights to battles of wits with the king.

Magic-It wouldn't be fantasy if it didn't have magic. And it wouldn't be pulp if magic didn't cost you something! In Shadow, Sword & Spell, all magic will cost you some vitality (hit points), and some will cost you sanity. Just like before, it's all roll under your proficiency with a spell, compare your successes to their successes, and do an effect. Unlike before, that magic system here is cast till you pass out. You cast a spell, you lose some life. Keep going, and you might kill yourself! I love that in a magic system! The magic is broadly divided into two different categories: common spells and alchemy. Common spells are the magic you know and love that will rain fire or heal your friend. Alchemy is your potion brewing, elixirs, and poisons.

Hooks and Story Currency-Lately I've been on a kick of giving some narrative control to my players. I love ideas like hero points and inspiration from the big two. Most 3rd party RPGs are adding this in as well. This RPG is no different. In this game you get hooks. Hooks are one line descriptors that describe your character. This can be "I will never let an innocent suffer" to "if it doesn't pay, I don't play". They don't need to be noble or even nice, but they do tell the GM what you will do with your character. When you follow these hooks you get action points. Action points let your character cheat: raise your target number for your roll, become proficient in a skill, or whatever you might dream up. It's pretty simple, and doesn't need much explanation, but this does make me happy to see this added to another system.

Vitality-Vitality is your hit points. What's interesting about this is that as you lose vitality, you also gain negatives. I've taken a few hits in my day, and as I take a hit, I wear down. Lose a percentage of your vitality; you gain a -1 to all tests. Lose more vitality, and you gain more penalties to all your target numbers. "More than none, ready to run" isn't realistic, and I appreciate the gradual reduction in your abilities when you get hurt.

Summary- This system is a combination of all the things I like to see in an RPG. It's got a combination of dice rolls that provide a more stable average for your rolls. Its mechanics are simple enough to grasp in five minutes. It's got magic that doesn't require a college degree to understand and explain. It's got player narrative control, cast till you pass out, and damage reducing your abilities. And most importantly, its use of roll under target numbers is a well executed, general mechanics for all its tests. This last point is the most important. When I teach RPGs to new players, the vast number of different mechanics at play tends to be the most confusing. Here, I can just say, "Roll under those numbers, and tell me how much lower you were." And it's done! That right there is the best part of this whole system. The only thing I would like this game to talk about more is how to build fights fairly. The book doesn't go too in-depth on how to make a combat. It discusses running a combat, but not how to set one up. 4.8/5

Theme or Fluff- For a third party pulp book, this book actually has a really well done amount of fluff! I honestly wouldn't have expected a whole world to play in to come from this book. The book has a lot of ground to cover from teaching the system, to giving all the math a GM will need to run this effectively, but the book actually invents its own world that you can use right out of the box. Yes, the world is pretty much what you'd expect from Conan and Lovecraft fan boys. But, I'm a Conan/Lovecraft fan boy, so I'm on board. I did feel like there should have been some kind of divine magic as the arcane and the alchemical are good, but don't explain some of the cult magic you'd read about in the old school pulp. 4.75/5

Execution-This is a really well done third-party product. It's not perfect. I'd like a bit more guidance on how to set up fights for my players, and I'd like the art a bit more focused. However, there is a decent amount of art for a small company. It really breaks up the text well. I never felt bored reading this book. And the book even comes with an adventure. For the price, this is well worth it for a complete system. Also fun, the system books kind of look like pulp books. They're short books with some simpler covers. That simplicity isn't much but it really does tie things together. 4.5/5

Summary- This is a well done system. The math behind everything from after dinner quips with the queen to killing all her guards is simple. I like the race with myself mechanics. The books are executed fairly well also. It has LOTS of white space. Look, I tend to get some flak for that. I'm supposed to like reading RPGs if I LIKE RPGS. But, I like when a book doesn't make itself a chore to read. And the sleeper hit of this whole package is the word that is discussed here. If you want your own pulp world, the book helps you with that, but if you want an out of the box setting ready to roll, here you go! All said and done, I'm really impressed with this game. 94%
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1,829 reviews75 followers
April 8, 2014
Like the 12° system used in Colonial Gothic, and the author has done a fine job adapting it to a pulp fantasy setting. Looking forward to reading the Expert Core book next, and introducing this as an alternative RPG system to some long-time D&D friends.
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