[REVIEW] Swordbearer
Mar. 23rd, 2010 06:51 amTitle: Swordbearer
Author: Dennis Sustare Publisher: Heritage USA (1st ed) Fantasy Games Unlimited (2nd ed) Published: 1982 (1st ed) 1985 (2nd ed) RRP: US$18/US$10 (FGU boxed set/ FGU pdf) |
Description: Swordbearer was a role-playing game by Dennis Sustare (with Arnold Hendrick), who is perhaps best known as the author of that infamous rpg, Bunnies & Burrows. Initially released by Heritage USA, a company that was perhaps more famous for the miniatures that it produced than it's boardgames or rpgs, and it was later re-released by FGU. The content of the FGU edition is essentially the same as the Heritage edition, the main difference (apart from numerous typos and at least one missing lines) being it was produced in two US letter books, rather than three 7x8" books. Illustrations are by Dennis Loubet (who later went on to produce the Carboard Heroes line for Steve Jackson Games), and David Helber.
Setting: Swordbearer is set in a generic fantasy world. It does include a number of unique creatures, such as the Bunrabs (in presumed homage to B&B) and Moonspiders (giant intelligent spiders). There are two distinct magical systems, one based on the eight Elements (Light/Dark, Fire, Metal, Crystal, Water, Wood, & Wind), and the other based on the four Humours (Choleric, Phlegmatic, Sanguine, & Melancholic). In both cases magicians need to seek out a "node" containing the essence of the magic that they seek and bind it to them. Elemental nodes are found in pristine places associated with the element. Spirit nodes are found in the body parts of living intelligent creatures.
Character Generation: Rolled attributes and skills. Dice rolled vary by characteristic and race (technically any intelligent race can be played, even dragons), and generally follow a 2d10 distribution for humans. Skills are either rated (percentile based) or yes/no. Percentage skills have both minimum and maximum values, either predefined or set by characteristics). Beginning characters spend experience to add dice rolls to specific skills.
Skills are gathered into eight Spheres of activity (Fighting, Stealth, Town, Country, Magic, Leadership, Knowledge, & Arts/Crafts). A character may specialise in one or two Spheres, and initial experience grants larger dice rolls in these skills.
A character's Social Status determines their wealth, general standard of living, and the equipment they can have access to. A character is limited to only having ten items of equipment whilst adventuring, although these "items" may be retainers who look after equipment for the character.
Interesting Mechanics: There is no money. A character's Social Status determines the resources available to them. Minor purchases of items beneath the character's Social Status are readily obtained. Major purchases (items near the character's Social Status) can be obtained after a number of days of haggling and trading). Expensive purchases (over the character's Social Status) can be obtained only at the risk of the character going into debt (which reduces the character's Social Status). Characters may risk a level of Social Status in ventures of note (such as a wealthy merchant's caravan trading with a far city), with success gaining the character a level of social status and failure dropping a level. Treasure was also measured in the equivalent Social Status, so that a treasure that might allow a peddler to buy a shop and become a shopkeeper would only be incidental pocket change to the local baron.
Elemental Magic requires the magician to locate and capture an elemental node in an appropriate container. The magician then aligns this node with a specific spell allowing it to either be actively cast (with the risk that the node will become exhausted and useless), or passively enchanted into the object (with a reduced risk that the the node becomes exhausted, but at the cost of permanently alienating the node). The more nodes already possessed by the character the easier it is to align a node, and the more powerful a node (and spell) may be aligned.
Spirit Magic is similar except it makes use of the spirit nodes found in living creatures. These must be harvested from dying creatures (usually in the original container, such as the heart for humans), and are associated with a random spirit magic spell. It can be actively cast or, more importantly, bound into the spirit of the magician, allowing them to automatically wield rather powerful magics, or be transformed thereby.
Combat was detailed (1/6th of the rules) and dangerous. If you didn't wear armour it was easy to permanently crippled or even instantly killed. Each weapon was associated with two skills, Weapon Speed and Weapon Use. Weapon Speed was important because it allowed you to strike first (and if using a shield, automatically block an incoming attack). Of course, you still needed to hit with your super-fast attack (and a shield could only cope with so much damage before it splintered).
Craft skills made use of two categories of tools: the portable toolkit and the shop. Essential the portable toolkit allowed the craftsman to make repairs, whilst the shop allowed the character to actually make things. In some cases the shop also included access to the appropriate resources as well. For example, the portable tool kit for the scribe skill was a calligraphy set and parchment, whilst the shop was a facility for making paper and ink for refilling the portable tool kit.
Thoughts: I really liked these rules when I picked up the Heritage edition back in 1983, and you can tell by how well "loved" the booklets are. Which is why I also picked up the FGU version recently. The Social Status system, in particular, was an excellent mechanism for changing the nature of the game. It didn't just remove accounting from the game, it changed the way the players viewed their role in the community. After all, if you didn't actually invest your treasure in something it would slowly fritter away. I'm always thinking back to how this system worked, when constructing wealth systems in my current games. Even the ten item limit worked well in practice, no matter how ridiculous it may seem when simply reading it ("Only ten items! No way!").
The skill system works well, and is perhaps a bit more cohesive than similar systems (such as Basic Role-Playing with which it shares many similarities). Categorising the skills by sphere of activity works really well too.* The magic system was perhaps overly complex, but certainly captured a unique feel. It took effort to find, identify, capture and align a node, before it could even be used (although characters specialising in Magic would start with some aligned nodes). Many of the ideas in the spirit magic section found their way into my ED&D game, particularly when dealing with necromancy.
The only real problem is that these rules retain both the complexity and randomness of games of their era, which will tend to put off the New School gamer who likes their characters to be balanced and better than the common herd.
Rating: Excellent. Albeit rather dated by now.
* One idea I had was to replace the rather standard eight characteristics (Strength, Dexterity, et al) in Dragon Age with these spheres. I probably won't, but I definitely thought about it. |