The End of the Beginning of Wyrdsword

Last Friday, just gone, we completed our playtest campaign of Wyrd Sword…

The aim of Wyrd Sword, as a Basic Roleplaying based ruleset, was to make a Fantasy version of BRP fun and easy to play, that still stuck to it being BRP. After x sessions and just over a year of online play, where the players whould chase me up about the next session, i think we’ve managed that.

Our exploring the Borderlands of the Realm game, saw the characters Joan Diameter (a magician) and Ulric Strongheart ( a barbarian warrior) roam the unsettled lands just north of the town of Timberley. Both are premade characters designed to test the game’s power systems, Magic (Joan) and Martial Arts (Ulric). But Adrian (Joan) and Tony (Ulric) made them thier own and played with great enthusiasm!

During the exploration of five toyboxes (freeform adventures), the characters did the following.

Defeated Cat Mummies who had taken over a border watch tower, banished a Warp Demon who had escaped its prison in a Crystal Henge, took Magic Mushrooms at a Cat Cafe for Witches, fought an overzealous priest of Father Death and his zombie helpers, negotiated successfully with a group of revolting loggers, defeated a trio of Warp Priests who stood atop an ancient ziggurat firing off corrupting beams of energy from their Warp staves, fought and killed the crusading Brother Knight (and Ulric took his plate armour), fought bandits disguised as merchants, put a disturbed ancient king back in his barrow, fought a rabble of Goblins who attacked them at camp, defeated the giant eyeball monster created by a local wizard, regrettably slew a young lad who corrupted by the Warp spat Weapon Snakes at them, fought a Warped One who would be Count on the top of an ancient hill aided by Three Wyrd Sisters.

The campaign ended after twenty-two online sessions with the discovery of the Tower of the Starshine, which was the original quest of our duo of plucky heroes, Joan (the Magician) and Ulric (The Barbarian). They avoided fields of zombie serfs with skill and guile, and through clever use of the characters’ powers (Joan’s magic spells and Ulric’s Wolves Ways martial arts), they brought down the horned, double-axe-wielding Warped One! Dan Barker has captured this climactic battle on the cover of the main rulebook, as Joan (on the left) and Ulric (on the right) fight the Warped One Lord Worton (in the middle).

We brought the game to a halt, with the characters in possession of a big chest full of silver coins and ancient scrolls. Enough treasure and knowledge to set themselves up as rulers of the area around the Tower of the Starshine. But that’s for Season 2 and will need me to write some rules for Ritual magic and Domain control, as well as Battles, all the sort of things I’d include in an Advanced Wyrd Sword book

So for now the sun sets on Ulric and Joan, and I’ll get on with finishing off the main rulebook for a release before Christmas.

Swords, Sorcery and Sandboxes

The Wyrd Sword Kickstarter campaign is winding down, we are currently in the last three days, and I wrote this rather big update, which I’ll reproduce in full here since it deals with the holy grail of OSR, writing Sandbox adventures.

With the campaign entering the final straight of funding, I thought I’d explain the stretch goal, which was funded a couple of days ago and, in many ways, illustrates the player centred style of the game.

So you funded an introductory adventure in the main rulebook. This is already part written, it’s just a matter of adding a bit more description and monster stats and it’s done. I didn’t include it in the basic goal because, frankly, I had run out of steam writing it. Funding it as a stretch has given me a good dose of excitement to get it done.

So let’s have a look at what it entails. Here’s the introduction.

Adventure: The Tower in the Badlands
The Situation
An old Tower stands on the borderlands of the Realm, just outside the boundaries of the town of Hogwoppit by the Badlands. Once part of the Realm’s early warning system of beacons and a refuge for locals from monstrous raiders from the Badlands, it has been deserted for hundreds of years.

Rumour has it that a Sorcerer and their pets have moved into the tower, searching for a lost treasure trove hidden somewhere in the building.

Curious, the adventurers are drawn to Hogwoppit, along with other interested parties, in preparation of a raid on the tower.

So there you have a pretty standard fantasy adventure set up. The adventurers gather in the nearest friendly town, do some last miniute shopping for their expedition, travel through the wilderness (where they may or may not have an encounter) and arrive at the tower to explore, loot and fight anything they find there.

There are some twists, but I wanted to do something straightforward so players and GMs could easily get into it while they learn the game.

What’s different about this adventure is the framework I’m using to present it. I could easily do a scene-by-scene write-up (Scene 1: The Town, Scene 2: What Happens on the Journey, etc.), but instead I’ve chosen to go for a sandbox style of play.

This breaks down into defining the elements of the adventures in advance.

The adventure is physically split into three Zones, as follows.

The Hub Location of the town of Murith – This is a safe area for the characters where they can buy equipment, learn rumours, train between adventures, and gain Quests (see below) from local movers and shakers. In game terms its where the GM, with player input set up the stage for the adventure. While the players explore and interact with it in-game, and may make skill rolls to interact with the locals to learn rumours, because it’s a safe place, they can not earn experience, and so there is a push not to linger and get on with the adventure properly.

The Town of Hogwoppit and surrounding farmlands. This is a Settled zone. While it is possible to get into fights and other acts of skulduggery, part of Hogwoppit’s charm is that it’s a nest of rather shady characters and slightly lawless in a Wild West sort of way, it’s still easing the characters into the adventure proper. Quests and Rumours are given out by the locals, and more information about what is to come.  

Next up is Wilds. Here, law and order of the Realm is completely absent because its officers do not come this far out, and encounters with wild animals, raiders and other elements that survive and thrive in this environment are the norm. This is the road to the Tower and its surrounding bushlands.

Finally, the Tower itself sits in the Badlands, a zone similar to the Wilds in many respects but actively hostile to the Realm’s residents. This is where the raiders come from and where infamous local monsters make their lairs. This is the default “pull” of the adventure setup: the characters, as adventurers, are overwhelmingly curious about the Tower as a place of loot and glory!  

To populate each zone, there are the following objects.

  • A Events/Encounter tables. Not only could you meet monster x, but also what monster x is doing. For example, a Tax Collector and his armed escort, leaving town with a loaded cart of treasure after a collection. 
  • A Rumour Mill (optional). If there are locals who can provide gossip and half baked options about the adventure and what it entails, this D20 random table provides them.
  • NPCs/Monsters. Fully stated in true “Monsters are People Too” style. 
  • Locations. Castles, ruins, villages, and underground cave systems of a fantastic nature. 

Also, the factions. In the sandbox of the Tower, there are three active groups.

  • The Order of the Rat. Knights who, unlike other orders of the Realm who revere Lord Day (the stereotypically warlike male Sun God),  follow the more shady Lady Night as their patron. 
  • The Cult of Death. Cultists of the Warp led by an undead sorcerer. Obvious enemies and stated to be effective protagonists to the characters.
  • The Black Boar. Group of local bandits. They steal from the rich and give to the needy, but with a shady alliance with the Knights of the Order of the Rats, are they really the characters friends?

Factions are potential friends and enemies that have their own interests and goals in the sandbox, with which the characters can interact with.

To push things along, if the player’s natural curiosity is low.

  • Quests are given by important NPCs. If completed, they not only reward the characters materially, but also with increases in Status.
  • There are Event/Encounter tables for each active zone.

What Wyrd Sword adventures lack is a well-defined plot that leads to a tightly defined outcome. Historically, the most popular BRP adventures have been sandbox style ones, and even adventures which are basically a write up with stats of a playtest adventure are seen by prospective GMs as only one way to play an adventure that they break down and mine for ideas before running. So with the style of write up I’m using for Wyrd Sword, I’m doing this before we start.

In my playtest games, after explaining the setup of the sandbox, and perhaps giving the players the opportunity to pick up some Quests from local VIPs in the Hub Town, their characters headed off into the Wilds, taking routes the players found interesting. They interacted with NPCs, sometimes fighting them, sometimes not, and genuinely surprised me in the process. There was one sandbox adventure, where I subtly set the scene of one group being enemies, and a NPC being a potential ally, through in-game rumours and conversations with the locals. In the end, the players allied with the enemy faction and actively attacked the potential ally. And the best thing, it all made sense, was more fun than me “railroading” the players and a good story that everyone can tell for years to come. What more could you want from a roleplaying session?

Wield the Wyrd Sword!

So we’ve smashed through the main funding goal, and last night I threw up some stretch goals to see us through to the end of the campaign on Tuesday, 19th May.

Currently, funding is a Quickstart, which includes an adventure and just enough rules to teach you how to play and run it.

Backers will get this starter module in both PDF and POD formats, exclusive to the campaign. It will not be available in print at general release.

Here’s the pitch of the adventure.

One of the Realm’s legendary founders, Queen Assure, left her famous Green Sword in a stone that can be found in the woods just outside of the village of Imping by Green Wood.

Every year, there’s a race there and back to the Sword in the Stone, to win a pot of gold generously donated by a local Merchant.

As well as winning the race, could your team contain the one who pulls the Sword in the Stone and inherits the Wyrd of the Founder?

Is there any truth in the rumours running wild that a Demon of the Warp is abroad in the wood?

The adventure introduces the Game Moderator and the players to both the rules and the setting, exploring the game’s theme, Warp vs Wyrd, straight away. The quickstart also contains six premade characters, so you can pick up and play.

Paul Tomes did this lovely cover for it.

A ghostly woman in a dark wood

How I Wrote Wyrd Sword

This has been a passion project that I’ve been working on for a good two years on and off, since the reality of having one of my all time favourite roleplaying game systems, Chaosium’s Basic Roleplaying, became available via the ORC license in the form of the Basic Roleplaying Universal Game Engine (BRUGE) book. It was a somewhat obsessive itch that I could not help but scratch.

NEWT BRP

My first go at this was a quick hacking project I undertook in my Easter break of 2024. Take BRUGE and can if I could do a quick fantasy based game from its text. This very personal version (hence the name) was a very rough edit down, cutting and pasting, and writing a bit of text to glue it together.

So did I get a quick Fantasy BRP out of it? Sort of, with the following caveats.

  • I was a bit unhappy with the “normal folks” professions. I know this is a big thing in Call of Cthulhu, but honestly, professions like Farmer and Slave just don’t do it for me.
  • I chose Magic out of the many Powers systems for NEWT BRP, and it has gaps as a one sized fits all magic system that does what I want it to do. BRUGE has about 33 spells while the current Wyrd Sword draft has 40+ spells.
  • It was still burdened by systems from the 70s like the Resistance Table that don’t meet modern expectations for playability.
  • In my opinion, the system, despite being edited down, was still a bit bloated for what is meant to be a “Basic” role-playing system.

So once Easter was over, I put it to one side and got on with other D101 Games projects.

The Inspiration for Wyrd Sword

Using points of concern about the NEWT BRP as a starting point, I took the draft along with me on my summer 2024 holiday.

The aim this time was to produce….well initially I wasn’t sure what? Then inspiration struck!

My gaming youth in the late 80s was made up of a heady mix of AD&D 1st edition, which then advanced into playing the Games Workshop editions of RuneQuest, Stormbringer and Call of Cthulhu, which for the time were lavishly illustrated colour hardbacks.

Here’s the RQ book, equivalent I believe is Avalon Hills Standard RQ box set.

Games Workshop's RuneQuest 3 book

I loved this book when it came out in the late 80s. It was my first real entry into the BRPverse, and even though it was a very short 100 or so pages, it was enough to inspire me to run a campaign in a setting of my own devising (since the Glorantha was not included in this book) for a good six to nine months.

So what I did during these Summer Holiday Sessions was to expand on what I did and move it towards something I could publish. The following blog post expands on this. Note the system was called Legacy then, before I realised that there was at least three other rpg games called that!

The Realm and Borderlands playtest

So eventually, I had a playtest worthy draft and decided to take the plunge with my friendly daytime online players, Adrian and Tony. Both were enthusiastic to see what I had come up with, as they were both fans of RQ 3 back in the 80s/90s. We played using Role VTT (playrole.com) the sheets for which will be released along with the book.

 Three bearded men, of various beard lengths, playing the Basic Roleplaying Game Wyrd Sword online using Role Virtual Table Top
Playing Wyrd Sword with my daytime online group, from top left myself, Adrian and Tony.

Lots of rough edges were filed off. A overly complex Flexible Magic system was sacked off in favour of the Magic system with tweaks to make it more flexible, and I wrote a Martial Arts system, as power system for Tony’s warrior, so they weren’t outshone by Adrian’s Magician every combat. It brought balance to the game, and I’ve found the duo work together in combat smoothly now, which is inspiring.

Big one for me as the GM is my proposed Sandbox, or Toybox, framework for adventures works! No big meandering plotlines, just quick action, using reusable Non-Player Characters, Locations and a system of Quests. A bit like computer RPGs like Fallout and even Borderlands.

Also it turns out its a very different game to OpenQuest (phew!). OpenQuest is a big, rather epic fantasy game that explores how characters relate to the supernatural world and the myths that surround it. While Wyrd Sword is more about the characters and them making their way in the world and becoming Legends in their own right.

The Current Game

So, where am I up to so far?

  • Mega Gaming Fun, but with moments of grit and intense focus on the characters.
  • A comprehensive array of fun character options. Four playable species, thirty fun professions, 40 plus magic spells, seven martial arts styles and as well as arms and armour, various kits of adventuring equipment for quick pick up and play character creation.
  • A streamlined version of BRP that includes modern innovations like the Wyrd point system, yet remains recognisably BRP.
  • A setting, the Realm, that is discoverable via play rather than a series of setting supplements, and can easily be reskinned to whatever fantastic style you fancy.

Who will like Wryd Sword?

  • If you are already familiar with BRP, through games like RuneQuest and Call of Cthulhu.
  • If you are a system tinkerer. BRP’s rulings break down into modules that are an easy swap in or out. Even if you don’t play Wryd Sword as written, you can easily swap in your preferred BRP rules variant or use bits from it in your own BRP games.
  • If you are a veteran of BRP who wants a game that works out of the box (That’s me)
  • If you and your players are coming from 5th Ed and want an instance of BRP that is easy to learn yet offers all the options for open play that BRP is famous for.

What’s Next?

The game is on Kickstarter from Tuesday, 5th May to Tuesday, 19th May (that’s two weeks), with minimal stretch goals and a fast and furious campaign that focuses on the book. I do have plans for if the funding goes ballistic, which adds support for the game, and celebrates its co-creating style of adventure creation, while not delaying the release of the game with me being tied up with rewrites or writing additional material. But these two weeks will be your only chance to get printed signed and sent copies, and even a nice red leatherette version of the book!

Preview of Wyrd Sword now available

Here’s a quick seven page preview of Wyrd Sword. It contains an overview of what the game is about, an example player character, and, for existing BRP and OpenQuest fans, how Wyrd Sword is different from those games.

The Kickstarter opens next week on Tuesday, 5th May. The following is a link to its page, which is currently in prelaunch mode, so you can sign up to be notified the instant that it goes live.

Don’t Play this Adventure like D&D!

This is a boxed commentary for a Basic Roleplaying (BRP) adventure that I’m publishing in the first issue of Fantastic Odyssseys (eta: soon). It applies equally to other D100 Fantasy roleplaying games. It’s a bit ranty because I always get people saying that BRP fantasy games are just like D&D but with percentile skills. I think there’s a bit more to it than that 😉

If you are new to BRP and are using this to introduce yourself and your players to the system, bear the following in mind.

Roleplaying, backed up by skill and characteristic rolls, is important. Making alliances with non-player characters is important, and as well as gaining allies to help them in any big fight, is how the characters learn more about the backstory of Beacon Hill.

Characters are vulnerable. Even if you are using the optional Fate points system a lucky critical hit can easily take down even the most protected character. Encourage the players to think tactically, even if resorting to violence.

While violence is an option, some players will decide to play it overly cautious, even running away from confronting Yiddris and his undead cronies. This is acceptable, and successful completion of the adventure does not require the players to kill all the monsters and take their stuff. The write up even allows for this, giving multiple possible endings (see page xx).

Monsters are People too. The whole adventure twists on this. That the actual villains of the piece are the humans, and one sanctioned by the state carrying Royal Permits of Monster Hunting no less, who have disturbed the peaceful slumber of eternity of King Yiddris. And Yiddris is not merely a bunch of numbers, he’s got his motives and plans that depending on the player’s interactions with him will drive the adventure in one way or another (see Returning to Little Messing page xx).

More the characters do the more they will grow. The more the players push it and do things that trigger skill rolls, the more opportunities for character advancement via skill experience rolls at the end of the adventure.

Information management is a key area of focus for the GM. If the players dig and their characters successfully make the relevant Knowledge skill or Idea rolls, they will uncover more information than if they rely solely on surface-level first impressions. The GM should make them work for anything they learn and should resist the urge to hand out information as a big dump, no matter how fascinating it may be.

The adventure environment is dynamic and connected. The adventure locations are not isolated box rooms, where the inhabitants may occasionally pass each other in the corridors. Instead, the locations are interconnected; NPCs found in one area have relationships with NPCs in another and can move between them. You can use this to move the players along if they become obsessed with looking for clues or simply stuck because they don’t know what to do yet.

This, along with adventures, rules advice, and new monsters for OpenQuest, and an adventure, new fantasy professions and my house rules for BRP, is in issue one of Fantastic Odysseys, a magazine for D100 game systems available before Christmas.

Fantastic Odysseys issue 1 cover by Dan Barker

Wyrd Sword Playtest now Open

UPDATE 16/08/2025. I’ve now closed the application process, since I’ve got enough playtest GMs.Thanks to everyone who joined up.  I’ll be in touch early next week with the current draft of the rules, to get things started 🙂 

External playtest of Wyrd Sword, my BRP based fantasy game, is now open. I’m looking for GMs with groups to play the game and provide feedback. There’s a signup form here.

The basics of the game are as follows.

  • It’s my take on BRP fantasy using the Basic Roleplaying Universal Game Engine (BRUGE) as a base.
  • It starts with my experiences of RQ3 via the Games Workshop hardcover (equivalent of the RQ 3 Standard box) in the late 80s, before I lost myself in a decades-long Gloranthan campaign in the 90s.
  • The system is updated for modern sensibilities, while still being delightfully crunchy (Hit Locations, Fumble tables, special weapon effects are all in there).
  • It’s not tied to any specific setting, and there’s an assumed setting called the Realm, which you and your players develop the details of which as you go along (ie, discover through play).
  • Play is focused on the characters who are Champions of the Wyrd, a creative force that shapes the world and that has chosen them to defend it against the Agents of the Warp, an opposing primordial chaotic force from which the Wyrd weaves the world and which actively fights it to undo the order placed upon it. The characters are competent in their starting profession (of which there are 35), being around 50-75% in their primary skills.
  • It’s not a game of mythic fantasy or cosmic investigative horror. The game explores the character’s adventures through sandbox adventures, as they build up their own personal power and become legends in the Realm.

More about the game in detail, comparing it to BRUGE from which it was developed, in the following document.

There are also the following blog posts about the game in more detail.

Note: If your are an OpenQuest fan worried that I’m abandoning OQ for this, don’t. Legacy is very much a one off self-contained book, it should give you all the tools to run a very focused BRP fantasy game. Also, it’s a very different play experience, so while I’ve had a really fun time playtesting it, it’s in a way deepened my appreciation for the very different style and experience OpenQuest brings to the gaming table

Note II. This is the game I’ve been previously calling Legacy. When I opened the external playtest someone kindly pointed out that there was another game called Legacy, and futher research revealled there was at least two, with numerous games with names like Legacy of… or … Legacy. So a quick rename was in order.

Latest on Legacy, Magic, Rituals and Martial Arts!

Following on from my soft-reveal ( see What I did on my Summer Holiday’s Part 2), I’ve been quietly busy working on Legacy, my BRP Fantasy game.

I started an Internatl Playtest back in March. Mainly this has been overwhelmingly fun, gradually introducing the new rules to two players both verterans from the RQ3 days. Much to my surprise bringng back alot of the things I dropped from OpenQuest for Legacy, in redone streamlined way, such as hit locations, tick box experience, specials, and fumble tables has actually works and is fun in play. Legacy is crunchy like honey nut cornflakes – morishly tasty and without the irritating bits.

I decided to redevelop the Magic System, egged on by Adrian Smith, one of my playtesters, who is playing the Magican Joan De Dimeter. This has been a complete upgrade of the BRP Magic system, whose origins lie in the Worlds of Wonder box set first published in the early 80s. The overall goal is to make BRP magic more interesting, flexible and powerful. And I’m happy to say that after a thorough rewrite, it does that. The number of spells has grown from about 30 in BRUGE to 51 in Legacy, with 38 reusable magic powers being the basis of them. No more will the players look at a spell and feel slightly underwhelmed at its power. Now competant Magicians with Magic Casting over 50% have the option to step up their Duration, Range, number of Targets, scale up the effects of the spell, by spending additional magic points. They can even create new spells from the powers they already know from spells in their character’s grimoire (spell book) or research new ones from dusty arcane libraries. Players who feel intimidated by the idea of making up spells and changing properties on the fly, can simply use the Spell List of 50+ spells, and ask other players and the GM to work out how to tweak spells on the odd occasion that they want to do that.

Ritual Magic has its own chapter and Enchant, Summon, Ceremony skills are back, after RQ3, streamlined and self-contained. Perhaps not for the causal player who want to cast spells and forget it, but it opens up whole more considered options for advanced magicans.

Finally, to balance out the powers system and give warrior types something to play with, there’s a whole chapter on…

MARTIAL ARTS

Not just those that take inspiration from Hong Kong action movies, but also inspired by Hollywood films of the 40s-50s like Douglas Fairbanks Jr./Errol Flynn’s Robin Hood, and Kirk Douglas’ The Vikings. Seven Martial Arts styles are detailed, each with a set of core benefits that activate when the Martial Arts skill is successfully rolled, and a set of Techniques, which are special moves and attacks that the character selects as they increase their Martial Arts skill.

Did I mention my character has the Axe Throwing Technique?

The idea with Martial Arts was to give veteran fighters a power system all of their own, to advance through as magicians gain more magic. A bunch of fun options to spice up combat and make it more cinematically fast-moving. While we are in the early stages of playtesting, intial signs are good.