I'll
put the actual play at the end because I know almost no-one reads
those.
This week, as part of my continuing efforts to clear out my
backlog of independent RPGs that I haven't played, I ran a one-shot
of the ultra-rules light Sorcerers
& Sellswords by Ray Otus, a hack of the famous Lasers &
Feelings game. L&F is a
wide open game that makes intriguing use of a single stat related to
the titular dichotomy, but it also has the word 'feelings' in the
title which of course sends me - being an uptight British man -
scurrying to the nearest dark corner.
Sorcerers & Sellswords on the other hand, has piquant pulp
flavour all over it, much more my style!
I've long been a fan of Ray's open-minded and inquisitive thoughts
on gaming via his inspiring Plundergrounds
podcast and so I decided to soak this pamphlet sized game in several
puddles of delicious porter in a Hackney boozer and run it for a
group of four.
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You're looking at the entire game
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Rules and Characters
The short version of the game (shorter, to be precise -
we're talking about a ruleset covering one side of an A4 sheet here)
is that characters have just one stat, a Skill number ranging
from 2 to 5 that is chosen at character creation. If this is low,
you're more likely to succeed at Sorcery tasks (roll over your
Skill number), and if it's high, you're more likely to succeed at
Swords tasks (roll under your Skill number). The two
categories are not as literal as they seem - more on that later.
Players choose keywords for their characters relating to style
and calling, with the latter being the closest the game
gets to a class (Necromancer, Barbarian etc.). They then select a
personal goal from a list, and the party decides on two
advantages that will affect them as a whole, and a single
problem. None of these are anything but evocative keywords to
spur on action and improvisation.
If a player can claim that they are trained by reference to
their style and/or calling or prepared by previously stated
actions, they get an extra die in each of those cases when making a
skill check, and the number of successful rolls determines whether
you failed, achieved your goal with a caveat (1 success), did well (2
successes) or did critically well with a bonus effect (3 or more
successes).
The simplicity of having a single stat appeals to me, as does
using keywords free of mechanics when creating your character or the
party. It's not geared towards anything but being able to sink a few
beers and make believe. This does shift quite a lot of emphasis onto
having engaged players as they are made to create on the fly from
some very minimal prompts rather than relying on mechanics.
Insight
Should you roll equal to your Skill number in any type of
skill check, you gain an Insight, and can ask the referee -
well, basically anything. Once the answer is received, players are
then granted the option to retcon their characters initial action if
they wish, and/or re-roll.
This seems like a very important mechanic, though I'm a little
unsure on how exactly it is intended to be used. The rules give
examples which clearly point to this being a very powerful device used by
the player - not the character - in shaping the fiction. The fact
that it can be used to metagame by asking about plot structure, NPC
motivation and other hidden information was not as terrifying to GM
as it might first appear, and often was actually something that threw
me a bone since I could use a player question as a prompt when I was
feeling lost. Players directly asking me questions allowed me to hang
my ideas on something rather than flailing wildly.
Make no mistake though, I found answering Insight pretty difficult
at points. I think to get the best out of this game, a really skilled
GM would be able to provide answers that raise yet more questions. If
you're not careful, it's easy to just shut down promising
opportunities with them.
For example, at one point in our session I had imposed the
condition 'Hungry' on all the players. On the way deep underground to
the food source of a fungus forest (yeah I know...) a player used an
insight to ask if they would encounter danger should they go there. I
just flat out said yes, having already planned for them to be
ambushed by some bloodsucking Morlock types down there. In response,
the Barbarian character simply asked if they could roll Swords to
find some traces of edibles such as lichen in the upper caves - I
said yes and they obviously succeeded (Swords of 5). So what happened
in the fiction? Some adventurers were on their way to Location X,
when for no apparent reason decided not to continue and to forage
instead. In retrospect, it was up to me or the players to fill in the
blanks - 'Xorcsa is suddenly filled with dread foreboding at the
passage which looms before her, and hears odd scurryings in the
darkness'.
If this isn't supplied, all that happens is the GM has warned off
the players and the thread they have prepared is abandoned. It's a
fine distinction but one which could perhaps be spelled out a bit
more in the rules.
Swords vs Sorcery
The rules state that Swords tests are used for mundane tools
and weapons, logic, diplomacy and calm precise action while
Sorcery tests are used for weird powers, ancient/alien artifacts,
intuition, persuasion and passionate action.
There's some slight fuzziness here, especially with the calm
precise vs passionate action stuff, which I think there might even be
an arguable case made for swapping! My initial reaction to the two
categories would be it's a magical vs mundane split but that clearly
isn't the case. It kept tripping me up a little. Often I'd just ask
the players to convince me why something should be a Swords roll or
Sorcery roll and that felt in keeping with the spirit of the game.
A distinction is also made of True Sorcery, the sorts of
supernatural/superhuman stuff that genre protagonists mess with and
then wish they hadn't. I don't know if I ever made it clear to
players that this was really an option. There was a pivotal moment of
magic/super science when they were contacted by the alien emissary's
home planet after slaying it and touching its alien brain crystal,
but maybe I should have made that more of a 'crossing a line' moment
and brought True Sorcery into play.
TOTAL IMPROVISATORY BRUTALITY
I'm not certain but it feels implied that the game is intended to
be run from absolute zero prep, since there are four scene setting d6
tables included to be used at commencement of play. I mildly panicked
and actually ended up simply making use of the first prompt (starting
location) in conjunction with the party's problem (Exiled) and riffed
on that with a weird wilderness survival theme. I simply couldn't get
my head around combining all four prompts together, particularly not
the inclusion of a twist!
I think this is my own inexperience with this sort of play rearing
its head. I've only run totally improv games for one or two players a
handful of times in the past, never for a full group. Each time my
emotions during the game run a similar course, starting at elation in
the new found freedom, followed soon after by an insistent worry that
I'm bogging down the pace by focussing on the wrong details. I find
it quite tough to consider the big picture without this being
sketched out before hand (obviously your hexmap or dungeon map does
the job here in a traditional game). As I described on Discord after
running the game: someone asks me what an ancient structure looks
like and I pointlessly improv "Verdigris, with significant
eldritch fluting".
I had brought my copy of Out
of The Pit along with me to riff on, as well as asking players to
bring a single image to help conjure up their preferred flavour of
swords and sorcery, and both of these things did help somewhat. I
think in future I'll bring a few more such things to help me.
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My chosen image (Tsathoggua by Mark E Rogers)
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I'm a visual maps and notes kind of guy. Doing game prep is often
as much fun to me as running games is, and I think my improvisatory
skills can sometimes suffer as a result. Dropping all that bedrock
and playing this game is probably great training for that, but man is
it tough. Both refreshing and exhausting I'd say!
BUT the other factor here is the players, of course. If
they don't realise just how much input they have, they won't feel
it's part of their role to swing the narrative one way or the other.
Death?
Oh yeah - the part of the rules that marked out just how different
of a game we were playing for my long suffering OD&D players is
that characters only die when it feels right to the player!
That's right, your character can technically be invincible if you so
choose. This is something Ray has added to the original L&F
mechanics, and I can see why he did so - it feels very genre
appropriate as sword and sorcery heroes often go through many painful
or humiliating trials, reversals and tribulations, while just
managing to escape their doom.
Instead, the GM is encouraged to inflict conditions that have
effects in the fiction (the example given is Bleeding, making you
easier to track). If I recall correctly I think I handed out Weary,
Hungry, Wounded, Scarred and Withered. I really like these
conditions, but it's important and difficult to keep track of them
across the whole party and make sure they matter, so it might be wise
to use them somewhat sparingly.
Conclusions
This is a really fun little game that I'd definitely like to have
another crack at in the future! It certainly pushed me out of my
comfort zone. I think it supports more playstyles than might first be
apparent, but it does need full buy-in and input from the players and
the GM. Ray's selected themes (the reverse of the rules contains a
S&S Lexicon with clarifying information about the Callings and
Styles) are evocative as fuck, especially given the limited space. If
I run it again I think I'll pay greater attention to the role of
Insight, bring more improvisatory aids and perhaps pay finer
attention to the distinctions between Swords/Sorcery. It's free so
you should go and
check it out!
Sorcerers & Sellswords Actual Play 15/06/22
Gildrath the feral
Pit Fighter (Establish Your Reputation)
Xorcsa the sexy Alien
(Delve Dark Secrets)
Thrungär the flashy
Barbarian (Just Keep Being Awesome)
Crumb the dauntless Beastmaster (Delve Dark
Secrets)
Party Advantages: Bad-Ass Reputation, Connected
Party
Problem: Exiled
Exiled from the metropolis Expin-Bashar due to their disgraceful
conduct at a diplomatic event, the party were thrown in weights and
chains and made to march north to the border under the watchful eyes
of the constabulary, flying above them on their leathery winged
beasts.
At the border the constabulary wheeled back to the city and the
party was abandoned to the wasteland of ice and rock known as
Anirozoltar. Their manacles weighed heavy on their limbs and they had
became Weary. Crumb used a Beastmaster technique to emit a keening
whistle, causing a confused constable's beast to fly back toward the
party. Gildrath hurled a sharp rock at the constable's head as his
steed flew overhead, knocking him from the saddle and killing him
instantly.
Taming the beast (after debating whether or not to Tauntaun it due
to the intense cold), Crumb mounted it and carried Xorcsa to the West
in its claws, where some plumes of smoke and steam had been sighted.
This was soon revealed to be a vast field of cracked lava at the edge
of the snow fields, fringed by some ancient structures built into the
Northern mountain ranges and with some rather frightening occupants.
Innumerable ten foot tall charred skeletons strode to and fro at
lonely intervals across the lava, wielding enormous weaponry.
Crumb flew the beast back to fetch Thrungär and Gildrath. Xorcsa
stretched languidly out by the lava fields to ease her weary limbs,
which drew the attention of one of the titanic skeletons. Using her
pheromone emitting gills, she caused this horror to kneel before her
in complete obedience. It was granted the name Jethro Skull.
Up in the sky, Crumb was able to see that the Northern mountain
range also had an ancient looking tower embedded in it, made hazy by
distance. When he landed to pick up 'the beef' (as the combination of
Thrungär and Gildrath had been dubbed), he found the manacled
warriors were racing each other across the snow fields, and viewed
being given an aerial lift as a sign of weakness. Rolling his eyes,
Gildrath relented and was carried aloft, leaving the stubborn
Thrungär to continue on foot.
During his solitary journey, a sinkhole opened up in the snow and
he found himself wrapped in the tentacles of an enormous bristly blue
pyramidal shaped creature. Slaying the creature with a cutlass
purloined from the constable's corpse, he was badly Wounded as its
death throes consisted of it shooting out a mass of barbed quills
before sinking below the snow. Eventually he rejoined the others by
the lava fields.
Xorcsa commanded Jethro Skull to burst the links of the party's
manacles using his gigantic mace, and the party made a weary camp,
their empty stomachs grumbling. Crumb lost control of the winged
beast which wheeled into the sky, and it was decided that the
following day's mission was to enter the buildings on the edge of the
mountain range in search of food and possibly some of those Dark
Secrets.
During the night, Jethro Skull made good, as an attempt by another
skeletal warrior to ambush the party was prevented when the loyal
servitor reduced his opposing likeness to a pile of bone fragments.
Exploring the bronze buildings clustered at the edge of the lava
fields the next day, the party decided to delve within, if only to
find some food. The tunnels stretched deep into the darkness, and
they navigated by the light of smouldering rags wrapped around bone
shards. Some edible lichens were found by Thrungär which took the
edge off of their hunger, and yet still they delved deeper.
Eventually they discovered a holy chamber, apparently desecrated,
judging by the smashed statue of a holy giantess that lay across
their path. At the rear of the chamber squatted a gigantic demon
idol, apparently composed of a single piece of ice. Xorcsa
investigated the bas-reliefs covering the chamber and everywhere saw
the symbol of the holy giantess X'd out and replaced with a crude
scrawl depicting some kind of multi-tentacled deity with a faceted
head.
Gildrath saw invertebrate squirmings within the ice demon idol
moments before it animated and grabbed the unfortunate Crumb by the
head, but luckily the Pit Fighter and Thrungär boldly fought the
construct before it eventually shattered and fell. Unfortunately for
Thrungär his sword stroke punctured something inside the
idol, spraying his face with corrosive blood and Scarring him.
Inside the idol lurked the corpse of a bizarre creature, composed
of blue filaments with a topaz coloured crystal in its centre, which
Xorcsa swiftly removed. Touching it, she was enveloped in a blaze of
gleaming light and found herself in contact with this creature's home
planet. The chastisement she received from an alien voice gave her
reason to believe these beings mistook her for the creature her
compatriots had just slain! Berating her for taking so long in
sending back a report to home base, they asked if further assistance
was needed in conquering this world. Replying in the affirmative, an
utterly alien steed was manifested in front of them, before
communications ceased in another blaze of light that reduced Jethro
Skull to dust.
The gift from another world was a levitating disc-shaped animal
with masses of squirming cilia around the edges, multiple eyes, and
several loathsome nozzles that spat purple fire. Crumb was able to
use his beastmastery despite its horrid alien nature, and the party
climbed on top of the world's strangest flying carpet and flew out of
the tunnels to investigate the tower in the mountains.
After Thrungär strained his mighty thews in forcing open the
double doors to the structure, they found an ancient warrior's grave
site of giant proportions, overhung by a glowing tree bearing gold
fruits. Thrungär and Gildrath both plucked some of the fruit and
tucked in, but were dismayed to see that it caused them to age
preternaturally, their mighty forms becoming bow-backed and bent.
Xorcsa approached the grave and was able to commune with the spirit
of Olgfar, the sole member of the giants below that had dissented
against their ancient society to ally themselves with the Thing From
The Stars as a replacement for their goddess, in exchange for
dominance in the region. The striding skeletons on the lava fields
were all the remained of the ancient noble society, mockeries of once
proud warriors.
When told that the party had slain the thing that had enslaved his
race, Olgfar agreed to grant the party aid. Would they use it to
exact revenge on those that exiled them? Another tale for another
time...