Skip to main content

Good Referee Practices - Preview of SS&SS 2e Chapter - Part I

Artwork by Diogo Nogueira
This section on the new edition of Sharp Swords & Sinister Spells is intended to function as a quick guidance reference for Referees that are unfamiliar with the Old School style of play, or even more experienced Referees that like to keep these practices in their immediate mind. This was inspired by many resources such as the Quick Primer for Old School Gaming by Matt Finch, the Principia Apocrypha by David Perry and the Referee Book for Lamentations of the Flame Princess by James Raggi IV.

These principles outlined below are not absolute however. As the first principles outlines, this game is yours now, and you should play it the way you feel more comfortable and have more fun with it. If you don’t like one or some of them, just ignore them. Take what you want and leave the rest.

Make the Game Your Own

This game has almost everything you need to play adventures inspired by the pulp literature of sword and sorcery. However, your vision of how the world and the game should work may be slightly different from what we envisioned here. So change what you want. Alter the Archetypes. Create new ones. Change the way spells work in your game if you want to. My only advice is to try the game as is first and then alter what you think isn’t working. No one will knock on your door and tell you to stop. There is no SS&SS police. Actually, this game encourages you to experiment with it, create new things and modify it as you please. And if you can, share your modifications with the community.

Rulings over Rules

The rules presented in this book are simple and flexible, but do not cover every possible situation imaginable. To do this is almost impossible and would bog the game down every time someone would consult the book for the precise rules for some circumstance. Thus, there are gaps in the rules, as they cover only the essential situations and serve the role as the basis for everything without specifying exactly situations and minutiae. The Referee in an Old School game is also a Game Designer, and that’s part of the fun. Use the rules already explained and extrapolate from them to judge situations not explicitly covered. That’s what we call rulings.

Let the Dice Fall Where They May

This game relies on dice rolling to resolve many different situations. When you roll dice, respect the result and have fun discovering what will happen together with the players. Part of the fun of playing it is being surprise by what happens, for good or ill. Resist the temptation to fudge die rolls to steer the story in a particular direction. Instead, explore the new possibilities the dice will lead you to. This makes sure the game is fair and encourages the players to interact with the game world and not the Referee.

Prepare Situations Not Stories

The job of the Referee is to set the stage and moving pieces for the players to interact with. They are not novel writers, they don’t play the game to tell a story they prepared in advance. They play the game to allow stories to be created in the game world they create. Instead of stories, prepare locations with unique situations that might interest play characters. Create NPCs and factions with their own goals and motivations that will put them in odds with each other and the player characters. Some events could be planned, but their consequences should be open ended. You might have an idea about what will happen without the interference of the PCs, but what will happen once they interact with these elements will only be revealed during gameplay.

Show Consequences

Actions have consequences, some of them good and some of them bad. Make sure to show the players the consequences of their characters actions. Take note of what the PCs manage to accomplish and make and effort to show signs of the consequences of their deeds. If they cleared the bandits plaguing a road to the village, have more traders arriving there in the next session, due to the improved safety of the travel. If they defeat a faction in the city, tell them they hear rumors of another rival moving in the territory, or about a new one forming in its place. It can be something small and that won’t have much of an effect on their adventures, but will have an impact on how they see the game world as a living thing.

Let the Randomness Inspire You

Inspiration can come from a lot of places, some of them unexpected. To rely solely on our own ideas can become repetitive and predictable. Let an unexpected die roll result lead you someplace new. Use Reaction Table on monsters. Use random tables to generate content such as NPCs, monsters, locations and even adventures (check out the Appendixes of this book). This will not only make you think about possibilities you wouldn’t think about all by yourself, but will make the game surprising for everyone involved.

We will be back with more practices soon!

If you like what you've just read, check out my books over DriveThruRPG and Lulu.

Popular posts from this blog

How to never describe a dungeon!

Artwork by Luigi Castellani I've heard it a thousand times. You probably heard it too. Some people , I don't know why, say that dungeons , especially large ones, are boring . The endless repetitions of rooms and corridors and having to choose to go left, right, north or south depresses them. I don't know why. Actually, I do know why. Because they don't really know how to run a dungeon in play. It seems easy, effortless. Just say what's in the room the PCs are in and where the passages going out of it go. But it's not. They get bored with the "you get to a intersection and there is a door to the north and two passages, one going east and one going west" because that's a terrible way of describing a dungeon environment and gives nothing really useful to the players to choose from. You never describe a dungeon like that . There's a lot more going on that we can initially see. A good referee will take all the context of what the dungeon w...

My RPG Zine Trilogy is on Kickstarter!

 I can't believe I didn't post about it here! The Dead are Coming, Screams Amongst the Stars and Running Out of Time are on Kickstarter right now! These are 3 complete games, made using the system of Electric Bastionland and Mausritter as the basis (and with some modifications to fit my vision for each of them). As with my games, they all come filled with many tools and tables to generate gaming content, adventures, locations, NPCs and much more. They are compact, easy to use, and equipped to provide you with years of entertainment! Here's a brief description of each of the games. The Dead Are Coming The first of them is called The Dead Are Coming, a minimalist, OSR style RPG about survival in a post-apocalyptic world where the dead have risen and other survivors can be much worse than the undead. Characters in this game are common people who have been struggling to survive, find their loved ones, keep them safe and just trying to keep living. They all carry resources like...

The Faithful - An Optional Archetype for Sharp Swords & Sinister Spells Revised Edition

Work on the revised edition of Sharp Swords & Sinister Spells is moving along. This will be a hefty tome, with a LOT of tools and new options to customize your campaign, keeping the style, simplicity and flexibility of the original game. Today I come to present my lateste addition to the draft, a new Archetype for those that want to insert some elements of more tradiotional fantasy into the game. The Faithful is an archetype inspired by the Cleric of more popular RPGs, but with some twist to fit SS&SS better. Following it, there is a sample "God" to use with it. The Faithful The gods have chosen you to represent them in the mortal realm, or at least that’s what you believe. Most of the priests, monks and shamans perform their rituals without any hope to get an answer from their patrons, but you know you are being listened to. Your patron, your god or your ancestors help you and those that they deem worthy through you. Your faith can actually operate miracles. ...