By coincidence or unknown heavenly purpose, 2018 has been a year of gaming anniversaries: multiple games which have had an impact on me are celebrating something. The oldest of them is M.A.G.U.S., Hungary’s most popular role-playing game, now 25. M.A.G.U.S. is both an AD&D imitator and its own thing, and its effects on the local gaming scene has been tremendous, even though the original publisher is long defunct, and no popular edition has been released in a long while. I have had a conflicted relationship with it, and my tastes are often in opposition to the surrounding play culture, but I recognise its basic appeal. But more on that in a later post. The second game is Thief: The Dark Project. Thief is not an RPG, but it has captured my imagination like no other computer game (except maybe Wizardry VII). Thief is going to be 20 at the end of November, and I will, again, write about it a bit later (right now, I am working overtime to have my anniversary fan mission playtested). The third game is closer to this blog: it is none else but Swords & Wizardry. Matt Finch’s take on OD&D is 10; there have been several edition, a boatload of modules, and it has an enduring popularity as one of the simpler, easily moddable old-school rulesets. But this article is about a different game: mine. Accordingly, most of this is inevitably personal, and none of it is an objective, outsider’s view.
Cover designs for Sword and Magic modules |
Sword and Magic (“Kard és
Mágia”) shares its name with S&W, and by some unseemly miracle of timing, they
share a release date: both were published on October 15, 2008. There is an abbreviated
English-language version of the basic mechanics, but this is not really the
full game, which is a complete RPG in three booklets with some 190 very densely
typeset pages (and no illustrations whatsoever). The real game is in those
details. Sword and Magic, which I would be ill advised to abbreviate, was
published as an effort to introduce the idea of old-school gaming to the
Hungarian gaming scene, in the form of a free ruleset, and a range of fan-made
adventures and supplements. This is a plan I had had since at least 2003: at
that time, I published a homemade d20 module (The Garden
of al-Astorion), but never followed up on the initial effort. But the
idea, inspired by Judges Guild, Necromancer Games, and their ilk, was always
there: I envisioned people sharing and sometimes selling their own home-made
content online and at conventions, and creating a creative community from which
all could benefit.
The effort was in part borne of the enthusiasm to
share an exciting discovery (the old-school playstyle, then newly rediscovered,
and still in the process of taking shape in discussion and flame wars around
the net). But it was also an effort to get away from the top-down content
creation model dominating the Hungarian RPG scene, where amateur efforts had
died off to yield to a supplement treadmill mainly consisting off – no offence
– unplaytested, unplayable, and often actively play-hostile rubbish. I felt like
an outsider in that world, but recognised there were a lot of other gamers who
would appreciate something different. After all, I could sell my group on the
idea – why not the others?
Sword and Magic was created
around the same time as the first Castles&Crusades playtests. It
arose from the same discussions, but ended up going in an entirely different
direction. Ironically, so did OSRIC, the legal precedent for
retroclones: our disagreements were wide, and often very acrimonious. Sword and
Magic is mechanically closer to the idea of a “d20 light” system than a
faithful retroclone like OSRIC, and makes much fewer compromises towards
recreating a specific “AD&D feel” than C&C. It also has a simplified
skill system, which neither of the other two games ended up adopting, and which
dyed-in-the-wool old-schoolers tend to scoff at. However, it guts the 3.0 rules
without mercy, and cuts out much of the game’s subsystems (Feats, most classes)
and mechanical complexity (almost all special cases, the byzantine rules to
stat monsters and NPCs), and creates a game that is medium-powered, dirt
simple, and sword&sorcery-flavoured (much more than any of the big
old-school systems, but not in a purist way – people have used it to play on
Titan, the Fighting Fantasy world, and there is a very elegant Middle
Earth-focused variant). It is also a game you can hand to a new player, and
have them playing in your game in about 15-20 minutes (real-life statistics).
Sword and Magic was mostly
system complete by 2006, along with its Monsters & Treasures booklet,
but took two more years to publish due to the third. I spent two years writing
and polishing Gamemasters’ Guidelines, a comprehensive, bottom-up
guidebook on gamemastering, from running a game to designing adventures,
campaigns, and fantastic worlds (as well as a treatment on different
playstyles, pulp fantasy genres, a brief domain management system, and a set of
random tables). Nobody had really done this before in Hungary (actually, very
few have done it in the US either – most games traditionally gloss over teaching
you GMing in a structured, bottom-to-top way), and it took a while to get right.
I think you could probably hand the resulting guidelines to any starting GM,
and it would be useful – my hope was that it’d spread beyond the specific
system, and prove itself as a general play aid (this did not work in the short
run, but apparently, it has had some success over the years).
Tesco Value layout |
The game was released on 15 October, 2008, with a
range of four modules, and the odd techno-Hellenic world of Fomalhaut as its
example setting. I consciously chose a minimal design style for the product
line, sometimes expressed as a “Tesco Value” (i.e. “store brand”) RPG. There
were no illustrations beyond the simple and op-art-inspired cover logos (I live
in Victor Vasarely’s
hometown, and quite like his geometric style); layout was two-column 9-point
Arial; and it was, and to this day remains absolutely free in PDF. (There were
no print edition at the time, although I broke the rule with my second RPG, the
lavish Helvéczia boxed set, and the new 2018-2019 releases). It received
no store distribution, and was entirely dependent on word-of-mouth – local game
magazines had died out by the time. For all that, Sword and Magic found
its place in the Hungarian gaming scene. Not without the usual acrimony and
rejection – quite a lot of gamers had been deeply convinced by the makers of
M.A.G.U.S. that “AD&D” was a primitive, worthless game, and it was only
suitable (perhaps) for small children… despite having the oldest fanbase of any
locally available RPGs. But in the end, you can’t win them all, and acrimony is
publicity.
Most of the game’s fans came from the wider D&D
community, an even mixture of veterans (who had fondly remembered the amateur
roots of the local gaming scene) and newcomers (who had discovered it as a new
thing). Its most successful years were between 2008 and 2013, when the
surrounding forum community was the most active; since then, things have
settled down a bit, but it is still surrounded by a fairly good community of
active players. It did not take the hobby by storm, but it has established a
foothold and legitimised a previously neglected playstyle.
It is also fairly well supported by the standards
of a small non-English-speaking country. Someone looking at the back cover of
the latest Echoes From Fomalhaut issue could note 33 supplements (the
rest are either for Helvéczia, or in English), about a third of which
are by guest authors. These are mostly short to medium-length; however, all are
game-friendly and playtested, having withstood the test of actual play. (Having
been burned by quite a lot of bad game materials, which ended up driving me
away from the hobby in the 1990s, it has been my firm policy to publish
playtested materials only, and insisting on giving
playtester credit.)
Over the years, much of the community around the
game have embraced new systems (5e has been a strong rival, although I am
arrogant enough to claim my game does the same things better, and with less work),
while keeping around some of the game’s ideas and house rules. It has inspired
the creation of new rulesets – Kazamaták és Kompániák (Dungeons and
Companies, a more OD&Dish game with robust
follower rules, now gearing up for a second edition), and more recently, Kardok
és Másodteremtés (Swords and the Second Creation, which is
Middle-Earth-based). The community has also created its own series of
mini-conventions, entirely focused on getting together and gaming for a day: Random
Encounters had had 6 events (mostly focused on old-school systems and indie
games), followed by The Society of Adventurers, which had its 8th
event yesterday (this one also has a robust 5e presence, but this
particular instalment was in celebration of our 10th anniversary).
As much as anything else, this is what makes me the most happy: inspiring people
to go forward and develop their own ideas (the “Fight On!” principle).
And of course, keeping it play-oriented, bottom-up, and close to the actual
fans. This is our game; perhaps not the largest in town, but it is ours.
Cloister of the Frog God: 10th anniversary module |
What has the anniversary meant for English-speaking
gamers?
Well, Echoes #04 is going to be slightly
late, an early 2019 release. Beyond my day job, a lot of my time has been taken
up by my Thief mission for the 20th
anniversary contest (now in late playtesting stages, to be released in
early December), and four adventure modules. One of these, Cloister of the
Frog God, a 40-page wilderness-and-dungeon module, has already been
published. This module has a complicated history. It comes from my old, never
released Tegel Manor manuscript, which I largely cannibalised for this
module, and later for my upcoming megadungeon, Castle Xyntillan. (Note,
bits and pieces may turn up in Frog God Games’ recently
kickstarted take on it – but that one is mostly going to be Bill Webb’s
work, and I am interested in what that fiendish mind will come up with!) The
Cloister dungeons were published in the Frog God edition of Rappan Athuk (it
is one of the wilderness locales), and will also be part of the new, revised 5e
volume. Accordingly, I am not going to publish it as a separate module.
However, the wilderness section will become a standalone adventure, and the
main feature for Echoes From Fomalhaut #04, with an excellent Matt Ray
cover, and illustrations by Andrew Walter and Denis McCarthy. If you speak
German, the whole module is going to be published in a special issue of the Abenteuer
fanzine (Settembrini will be able to tell you when).
But there is more. As part of the anniversary, my
friends in the community organised a Sword and Magic module writing
contest, with me as the judge. The three submitted entries were all worthy of
publication, with very different takes on the game and its concepts. They
include Murderous Devices by Mátyás Nagy, a sinister murder mystery set
in a French Caribbean town (not unlike the Freeport series, the
module doubles as a city supplement); The Enchantment of Vashundara by
Zsolt Varga, a surreal adventure taking place on the home plane of a god in
trouble (with an original and well-realised perspective); and The Lost
Valley of Kishar by Gábor Csomós, the best damn lost world adventure
I have seen. These adventures will all see publication, in both print and PDF
(and this time, with worthy illustrations), and the latter two will also
receive an English translation, one in Echoes, and one as a standalone
(Murderous Devices, while very cool, lies a bit outside the scope of EMDT’s
thematic focus). I am confident people will love them when they see them.
Until then… Fight On!
Contest winners: Coming 2019 to your gaming table! |