I can't seem to stick with any particular set of rules for very long. The current campaign started out with OD&D, got house ruled, and eventually sidelined for a heavily modified Holmes, which I named Holmes YX. Now I've gone and switched to Swords & Wizardry Core Rules. There are a lot of reasons behind this move. Publicly, I'll just say that now there's a vehicle for making available some of those YX rules I spent so much time developing.

I've also been doing a fair amount of work designing a new pantheon of deities for an update to the Yezmyr campaign. I'm quite pleased with the results thus far, and that really gives me pause, I had dropped clerics from play earlier in the year. Now I am reconsidering that move. Primarily, there is the fact that three of my players really run with the strange gods I tend to create. Why should I take that away from them. Moreover, S&W Core supports clerics and I really want to keep my S&W Core support full and clean.

4 comments:

  1. We're still wishing for that Holmes YX to be released, you know.

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  2. Thanks, Matthew, but doing so could get me sued right off the face of the planet. Nonetheless, I think S&W Core would make a nice, highly compatible vehicle for getting my YX work out into the public. I suspect that if I tagged the YX specific stuff then you could actually graft those rules directly onto Holmes. (Hmmm. Now there's an idea.)

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  3. S&W Core is a great choice. If I were to start over and run any retro-clone by-the-book it would S&W Core. I think it's close to the perfect balance of too few and too many rules. I also have to admit I kind of like ascending AC because it plays a lot faster.

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  4. Cyclopeatron: I'm down with the heresy.

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