Monday, March 1, 2021
Wednesday, February 17, 2021
Over on the Fearsome Games Discord channel , a patron asked if we could put the Olde School Wizardry campaign world map up as a pdf for reference. Josh jumped right on it and added the map to our growing list of online player resources.
Truthfully, however, the request left me a little puzzled. The campaign world of Olde School Wizardry is *implied* through the text of the book ... not exhaustively detailed. The Collegium Mysterium can be dropped into any fantasy world (and indeed, establishing satellite campuses across far flung continents or worlds has made up a lot of the action at my table these past eight years or so).
Likewise, The Estates Arcanum, student houses, and secret societies are all intended to be quite modular. Use the bits that inspire you; ignore the rest!
This approach to modularity and light sketches of an implied world (vs any sort of heavy-handed "canon") really came over into the short sections of the book devoted to The Grand Duchy of Walvia, The Marklands, Bhatvia, etc.
In developing these brief (but hopefully evocative) descriptions, I leaned heavily on the example provided by David "Zeb" Cook and Tom Moldvay in the X1: The Isle of Dread.
There the brief sketches of the regions of "The Known World" functioned just as intended: to give the GM a springboard into developing her own histories, peoples, conflicts, and adventures.
I know there's a LOT of love for the much more detailed "World of Mystara" that would be developed into thousands of pages, published, and sold to eager fans who yearned for a "completest" expose of their favorite fantasy world .... but for my money, the single paragraph blurbs that serve to inspire rather than saddle the GM under "official lore" are far superior.
I hope that Olde School Wizardry's light treatment of the campaign world can walk in those same footsteps!
Monday, January 4, 2021
Recently Josh and I were interviewed by Dan "The GMshoe" Davenport of Randomworlds.
Dan does a great job sniffing out new, indie tabletop games and giving writers and artists a platform from which to talk about their projects.
Check out a transcript of our interview on his blog here:
The Olde School Wizardry Kickstarter concludes January 7th, so any folks still on the fence have until then to get in on the discounted rate.
Thursday, December 31, 2020
"Olde School Wizardry" has been called by that title since we started playing more than eight years ago.
For a while, I flirted with calling it "The Nine Ancient Runes of Magic" for the nine different magical actions that wizards can take to initiate spells (Destroy, Enchant, Ward, etc.), but I was still attached to the original title for several very good reasons:
Tuesday, December 29, 2020
Our Olde School Wizardry Kickstarter has marched onward, reaching over 150 backers. That's tremendously exciting for Josh and I--the idea that people we've never met in person will find joy and camaraderie through something we've helped create is an amazing feeling.
This week, YouTube content creator and RPG expert Mildra the Monk was kind enough to interview me about Olde School Wizardry: The NIne Ancient Runes of Magic on his channel.
It's the first time that I've ever talked in real-time to someone beyond my immediate circle of family and friends about the game, and I think listeners can get a feel for the heartbeat of the game.
Have a listen if you like and leave Mildra a comment if you feel inclined.
[note: contains swearing]
Saturday, December 26, 2020
Saturday, December 19, 2020
My friend J, who was a U.S. Navy veteran and master craftsman, was also a gamer. In fact he introduced me to the boardgame Wiz-War, one of the major influences on Olde School Wizardry.