Public domain image by Burnt Pineapple Productions |
Now, why hack S&W for an apocalypse? After all, I have my own 2d6 post-apocalyptic game, Cepheus Atom, and there are several other prominent and excellent gonzo-apocalyptic games, most notably Mutant Future by Goblinoid Games and Mutant Crawl Classics by Goodman Games. However, Cepheus Atom is less suitable for the dungeon crawling I had in mind, and I find Mutant Crawl Classics to be a bit too random for my tastes; I am also less fond of some of the design choices in Mutant Future (such as the significant starting hit points).
So, here I am, hacking S&W: Core/Complete for gonzo-apocalyptic gaming, as a side project. Right now, this is a "hobby" project, but it may get published in the future.
What do I want from my hack?
- If it isn't broken, don't fix it. Much of Swords & Wizardry works perfectly both in a fantasy dungeon or in a gonzo-apocalyptic swamp. No need to write the combat rules, the monster design methods, or even much of the Fighter and the Thief.
- Ease of play, related to the above point. Not making the rules unnecessarily complicated by my hacks and additions.
- Strong dungeon crawl and hex crawl support. The "Old School D&D game loop" of exploration, finding treasure, experience, and mechanical character growth. But mainly, a strong emphasis on exploration of ruins and wilds.
- Gonzo! Mutants! Psionics! Robots! Sentient animals! Mobile sentient plants! Gengineered dinosaurs! Ray gun! Cool stuff that will make my inner child shine with joy.
- Complete compatibility with S&W and most OSR. Once again, the hack must not change the basics too much; I want to be able to port monsters on the fly and turn them into mutants! Muhahahahaha!
Also, behold the tentative setting, the Slag Marsh!
This sounds really cool.
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