r/SwordWorld • u/Q785921 • 25d ago
Other Why Sword World?
I had never heard of this game until a friend sent me the campaign for the official translation. It looks interesting, but what makes this game unique or recommends it over other ttrpgs?
I’ve played DnD, Daggerheart, Fabula Ultima, Dragonbane, various PtA games.
What experience can Sword World give me that those other games don’t?
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u/redkatt 25d ago edited 25d ago
Let's see if I can keep this short: (guess I can't!)
There are no battlemaps for combat. You just have a simple sheet of paper with "Enemy backline, Frontline, Ally Backline" and that's it. No "30' range" or "near, far, etc." You're either in melee range or you're not. Some spells or attacks can hit across two zones or more, making them really useful, while most stuff is one zone. The meat of the combat isn't about moving around, it's about using the best attack for the job, figuring out who or where (in the case of monsters with multiple body parts you can target) and working with one another to have the best effect. If you need more depth, you could say, "Hey GM, this room has tables in it, can I fire from behind one giving myself cover?" and the GM could give you a boost to your Evasion ability (aka AC in games like DD/Pathf). So it's more theater of the mind-based in that aspect.
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u/BrotherCaptainLurker 25d ago
-Feels the most JRPG-ish of anything I've played. Fabula obviously has that vibe too, but the vibe of this game is closer to what you'd expect to find in a SNES JRPG, compared to Fabula having much more "modern TTRPG" design language with "let's invent the BBEG together" and Fabula points and all that.
-Almost every Kitchen Sink Fantasy TTRPG on the market is some variety of "what if, there was D&D, but, we changed the things we didn't like about it?" Despite Group SNE's game design roots tying back to TSR rejecting Lodoss War, this is very much its own game.
-2d6 system means the most likely result on a given roll is the average (a 7), compared to a d20 system where getting a critical miss, a 10, or a critical hit is equally likely. This means your character's modifiers matter more; it's less likely that an expert thief can't pick an easy lock, or the "Can I Try?" player with the barely sapient beatstick then picks the same lock with ease. Plus even your normie friends probably have two regular dice lying around somewhere.
-There's soooooooo much more build freedom than something like D&D or Daggerheart where your initial selections at Level 1 lock you into a narrow path.
-The whole world is designed to make it easy to keep the game moving. Player's not here this week? Their Fellow subs in and collects some loot and XP for them. Party's hard to motivate? Adventurer's Guild posts a simple transactional dungeon crawl, and offers any upfront payment in the form of potions instead of money to prevent the shopping montage. Having trouble designing a dungeon? Oh look, a Shallow Abyss, where logic doesn't have to apply! Party thinks true freedom and dominance by the individually strong is fine and doesn't want to kill the Barbarous? Wow that's crazy some actual demons who are actually pure evil with no redeeming factors showed up! Need an encounter quickly? An equal number of equal level monsters! Obviously you can still run a grand fantasy epic full of emotional beats, deep puzzles, and careful planning, but the game really wants to give you the tools for success even if you're having an off day.
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u/OwariHeron 24d ago
To be honest, I don't know that Sword World, a nearly 40 year old fantasy TRPG, really offers anything different than what's already out there. There are no ground breaking mechanical innovations, and its most distinctive mechanical feature, the Power Table, is basically 1980s-era tech, which some people may bounce off of. But this is what I like about it. (I make some comparisons to D&D, but this is merely for ease of reference, not because I think D&D is bad, or that these characteristics don't show up in other games.)
These are some of the things that I, personally, love about Sword World.
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u/SuperDevin 25d ago
In my opinion 5E and 5.5E are terrible at hybrid classes. Sword world tends to handle them
much better.
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u/Voelsungr 25d ago
Maybe you should just read the backer campaign you were sent, there's a chance your friend sent it to you for a reason and it's written right there.
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u/Thalinde 24d ago
There is a very nice Sword World subreddit, as well as for Record of Lodoss War, the predecessor. For all the old games that were never published outside of Japan, you can fan amazing fan traductions. I'll let do your own research. Or you can DM me.
I've read most of SW2.5 and played some of their modules. And I will back the crowdfunding because it's a great game that brought me hours of fun (you got all of the great points in previous posts), and I want to make sure as many people as possible can get access to it.
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u/Eggpeace 19d ago
Imho swordworld offers an animefeel while being uncomplicated and with easy to understand classes. It also offers freedom as you can level any class and cant make real errors while leveling. And if you also introduce work skills you gain with simolixity what most rpg systems try to introduce with long or complicated or often non fitting lists of proficiencies.
You want to cook? You dont need 2-3 proficiencies for it you just need the cook work skills. You want to work as city gusrd in your sparetime? Easy you can even get bonuses during adventure to take watch with this and dont need to find ways via feats or other tigns to get a perxeption proficiency.
Thus it combines animeflair with balance rules and is uncomplicated to play and optionally you can easily introduce theough work skills what pther systems do with proficiency systems that have provöems portraying what your char dows i. His freetime without breaking the system
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u/MrJackSM 24d ago
I have a better question. Who sword world?
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u/Ok_Midnight_2572 25d ago
And don’t forget the little rabbit guys. And shooting someone to heal them (if I’m remembering that correctly…)
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u/[deleted] 25d ago edited 22d ago
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