At very long last, Issue 10 has been released! Bound within this 42-page PDF tome you will discover:
- "Because I Clasp the Clouds As Mine," a tale of a shifting identity by Osmond Arnesto.
- "The Hoard of Yengra," a tale of commerce and justice by Epidiah Ravachol.
- Illustrations by Wendy Martin, Vlada Monakhova, and Tiffany Turrill.
- Another installment of Bryant Paul Johnson's comic Oh, the Beating Drum!
- The Dread Geas of Duke Vulku, a game of horror and wonder based on the game Dread by the original author, Epidiah Ravachol.
- A miscellany of delays and distractions for any journey.
- And full-color cover art by Jabari Weathers.
It could be that you are here, perusing this very page, because a companion showed you a certain post on The Guardian's website about the joys of reading roleplaying games. Or you are here because a fellow adventurer wishes to dig into this new game they have unearthed. Or you have found your way here through your own unguided and unprovoked exploration. I will not question your ways.
You have come seeking wonder and adventure...Read More
It is raining. A distant bell tolls, accompanied by thunder. Then the three most harrowing notes known to all of mortal kind split the air and we are at once transported.
Music is a portal. And we are seeking new paths to strange and wondrous worlds. Continuing our monthly challenges at the Swords Without Master G+ Community, September will be the month of song. Musical eidolons and simulacra, for rogue and tale alike. Bring us your metal, you prog, your hip-hop, whatever sings sword and sorcery to you. What is the soundtrack to your game?Read More
A tradition of brunch and sorcery is born. Inspired by a childhood filled with Thundarrs, Blackstars, Galtars and He-Men, we're bringing the weird fantasy back to the weekend morning.
Over on the G+ Swords Without Master community, every Sunday morning, we're gathering into online hangouts to play weekly games. All are invited. No experience with the game necessary (though it might help if you've read it).Read More
Back in December of 2013, very shortly after the release of the second issue of Worlds Without Master, I made this post explaining some of the math behind Wolfspell that made its central mechanic so alluring to me. Below is a very subtly revised version of the post. I've been thinking a lot about this trick lately in the context of yet another game design. I do not know as of yet if that that game will see the light of day, but I'm fairly confident Wolfspell will not be my last game to use these dice.Read More