What is Heroes & Other Worlds?

Heroes & Other Worlds is a game of adventure inspired by Metagaming's classic Melee/Wizard/TFT system combined with inspiration from the Moldvay edited basic game. The rules are easy to learn and use standard six sided dice. The system is simple, sensible and flexible in the spirit of classic role playing games from the early 80's. Become a Hero, Other Worlds await!

Saturday, January 26, 2013

Swashbuckling

Thus far voting seems heavily tilted towards Swashbucklers in Cauldron #1.  I have started gathering my notes and such to make it happen.

Now I need to be clear on what this will, and will not be.  It will not be a historical or even semi-historical based campaign nor setting.  No England, no France, and no Caribbean based buccaneers.

Instead I want to use the historical facts to create a "toy box" for you to use and be inspired to create your own thing. So weapons, backgrounds, ideas, suggestions and feel? Yes sir in spades.  I am even looking at doing a simple sandbox setting as part of it to show you how a fantasy swashbuckler setting could work in HOW.

I think history, movies and novels provides all sorts of great historical based background already so I am using it as a springboard, not a frame.

Everything I write or create for HOW, is what I would want to personally read and/or use. That may or may not equal success let alone likability, but it will in the end be work I will enjoy and hope will be fun for you.

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7 comments:

  1. I think this is the best way to handle it. Plus as a GM it means you don't end up punching history know-it-all pedant players in the throat. Of course I jest (kind of).

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  2. 'work I will enjoy and hope will be fun' - in my experience always the best criteria, trust your instincts :)

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  3. Nothing worse than a know it all, especially one who sees being right as more important than enjoying the game. Exile that player from my table for sure.

    Thanks both for the support!

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  4. I've always loved mixing magic and black powder weapons in my campaigns. Fantasy is usually more Medieval-oriented, but I think the XVI-XVIII centuries have lots of interesting ideas to offer for a not-so-typical background.

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    1. Hello Patxi, I would agree and not anchoring to a historical country or century specifically will hopefully increase players, creativity, playability and useability.

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  5. "Everything I write or create for HOW, is what I would want to personally read and/or use." the only way to go.

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