Core Edition
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In 1974, Gary Gygax (1938-2008) wrote the world’s first fantasy role-playing game, a simple and very flexible set of rules that launched an entirely new genre of gaming. In 1976, the first supplement to these rules was published, withRob Kuntz as Mr. Gygax’s co-author. Many years later, in the year 2000, Wizards of the Coast allowed the use of mostof the material from that game under a license called the Open Game License. What you’re reading is an approximatere-creation of the Gary Gygax original fantasy role-playing game, created using the Open Game License. The re-creation isn’t exact – it’s not allowed to be, and we have treated the original copyright with utmost respect. But whilethe language in this book may be a little bit less magical than in the original, we believe the rules and system are closeenough to reproduce the “lightning in a bottle” of that original edition (often called 0e). In fact, we think Swords & Wizardry is actually a bit better organized and easier to learn than the original. Since the original rules were supple-mented with several later books, it’s impossible to nail down any “canon” set of rules for 0e. This is our interpretation of the game, using rules and systems from only the original set of rulebooks and some selected rules-material from thelater supplements.Swords & Wizardry is a fantasy role-playing game. The rules are extremely short, compared to the multi-paged rule-libraries required to play most modern role-playing games. Yet this game contains within itself all the seeds and soul of mythic fantasy, the building blocks of vast complexity, the kindling of wonder. The game is so powerful because it’sencapsulated in a small formula, like a genie kept imprisoned in the small compass of an unremarkable lamp. It’s also,for that matter, the ultimate tool for the expert Game Master who customizes his worlds with variant rules and non- Tolkienesque visions of swords & sorcery. The customizability of a small system is very powerful.Because the rules and system of 0e was the foundation for many later fantasy role-playing games, you will find thatSwords & Wizardry is more than just a simulacrum of 0e. It is also designed to be compatible with a number of otherfantasy games, both in their original forms or created using the Open Game License. You will find that this game iscompatible with First Edition (Gary Gygax), Second Edition, Basic (Moldvay), Basic (Holmes), OSRIC, Labyrinth Lord, andothers. Modules created for these games will be usable (to a greater or lesser degree) with Swords & Wizardry, andSwords & Wizardry modules are playable using the rules for any of these other games.Also, you can publish your own adventures, house rules, and other materials for this game. Guidelines and require-ments are in the back of the book right before the Open Game License.Enjoy!Matt FinchA note about Sword & Sorcery gaming: The Swords & Sorcery genre of writing presented characters who were morallyambiguous, not fighting for the greater good, but scrabbling for power and money with only a few scruples. True, theyusually had more scruples than the villains, but not by all that much. High fantasy, on the other hand, is often definedby the fact that the heroes are unquestionably the good guys, fighting evil powers for the greater good of mankind.Swords & Wizardry is designed for the Swords & Sorcery genre, where the characters begin as a seedy band of tomb-robbers and mercenaries. Along the way, these characters might become more respectable and morally conscientiousas they gain wealth and lands . . . but they might not. The rules of Swords & Wizardry can be used for High Fantasygaming just as easily as they can for Swords & Sorcery gaming – which is why there aren’t any official rules for “align-ment” – but to really kick it loose, this is a game of Swords & Sorcery.
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SInce I read D&D 4th edition I am away from it. WHFRP rulez! Yet the classic D&D had thinking minds instead of artwork hiding freakiness? My opinion.