Monday, October 16, 2023

Review: Mydwandr

 

Mydwandr is the most recent release by Olde House Rules and it sits firmly in the FKR realm with a dash for OSR/NSR for a little extra flavor. This build up to this release was pretty silent except for a handful of comments that something is in the works from the author. Then this game dropped and it took off - it did not take long to hit Copper on Drivethrurpg and it has already spurred some fan projects. This game came off of the heels of Gaming Primitive and the release of PP IV: The Divine Spark. So, lets take a deep dive and see what Mydwandr is all about. 

Presentation: Mydwandr clocks in at 60 pages of single spaced words that are cleanly laid out which captures the DIY feel of the 70's and 80's. The layout is supported by a full color cover, 14 full page black and white woodcut style images with some spot illustrations for support. The art and layout makes it feel like a manuscript from the Middle Ages.

Character Creation: Character creation follows a simple flow that provides some key choices. Though, I feel like it is important to post a quote from the book under the header "Characters" as it just provides foundational vibes for the rest of Mydwandr:

"Campaigns matter; but they need characters to occupy their spaces. These are the heroes of the story, and adventures, however enthralling, are just a thought experiment without the brave souls who undertake them. But character creation is likewise important to a campaign’s referee, who may be tasked with crafting their cast of non-player characters; for enemy humans remain the deadliest of all, even in a world of dragons, giants, and dark demons from the pits of Hell."
With that being said, character creation provides some important choices:

  1. Choose a Kindred (Dwarves, Elves, and Humans)
  2. Choose Abilities (Non-humans choose one while Humans choose two)
  3. Record Hit Points (Non-humans start with 10 while Humans start with 15)
  4. Note movement - Unarmored movement is 50' and armored movement is 30
  5. All characters start with a 100 Silver (SP) to buy gear and supplies


Resolution: When the dice need to hit the table for any reason, roll 2d6 and if the dice show 8+ it is considered a success (skills, saves, etc.). If an Ability or fictional situation provides advantage, the roll 3d6 and choose the two highest. 

Abilities come in two types: Common (CN) and Special (SL). Common (CN) Abilities provide extraordinary skill to things everyone can do which translates into Advantage using that Ability (for example: Footman, Mighty). Special (SL) abilities are unique abilities that require training to even attempt the skill. Special Abilities allow the attempt with throwing 2d6 (for example: Exorcist, Backstabber). 

Combat uses the core mechanic with a few nuances and it is important top note that all characters can wear armor and use any weapons. Before combat breaks out initiative is decided by both sides throwing doubles and whoever has the highest total goes first and the initiative is kept  the combat (ties favor the enemy unless fiction dictates differently and elves act on their own initiative due to their ability). There is advice where the Referee can forego initial initiative if one side or the other has a clever plan or ambush. 

Combat is divided in 30 second rounds where each participant gets to move and attack/cast a spell/etc. When it is a characters turn the player rolls doubles usually (unless advantage is acquired) and consult the totals for damage:

2-7: Miss/No Damage 

8-9: 1

10-11: 2

12: 3

Two handed weapons add +2 to damage but shield use is impossible and crossbows add +1 damage but takes a round to reload. 

When a character is reduced to 0 Hit Points, the character dies unless the character is wearing armor. Armor allows a death save and if it is successful, the character is revived to 5 Hit Points but the armor is broken and needs to be repaired or replaced. Carrying a shield provides an Armor Save as well. If a character has both armor and shield they can save verse death twice. 

Finally, Magic in Mydwandr takes on a free form approach.  Magic is covered by the Abilities Healer (heals a set amount of Hit Points per level per day) and Spellbinder (Enter the ye old Magic User - charms can be cast one per level per day. These charms can only be used against one target within 60' either scoring hits or manifesting a different effect with a duration of 3d6 rounds. Characters also cannot cast in armor or with shield as magic takes some serious movement). Outside of these parameters magic is free from and players create their own spells and effects. It is also important to note that magic is powerful and their is no "to hit" rolls or "saving dice" allowed - the charm just takes effect.

Final Thoughts: The reading of this book has more of a unique flow akin to a novel compared to the standard player handbooks that are out in the wild. In addition to the vibe of this book from cover to cover sets a tone of the type of game it wants to run from movement rules (Outdoor/Overland movement is 12 miles per day while underground movement is 500' per game play hour), how all characters can use weapons/wear armor, low focus on treasure and money, to how it is inspired by Hawk the SlayerChronicles of Prydain, Dragon Slayer and Ralph Bakshi's Lord of the Rings Animated Film

(Not in the Book but from Olde House Rules Social Media)

Other aspects of the game to give the game structure and assist the Referee are as follows (some of these reference the vibe or style of Mydwandr):

  • Money and Gear: Mydwandr provides a basic list of items that include weapons, armor, and basic traveling supplies. Prices for everything else are created by the referee with the guidelines of small/basic items cost a roll of a single die, medium items cost 2d6 x 10, large items cost 3d6 x 100, and extravagant items such as an entire ship could cost tens of thousands silver. 
  • Encumbrance: Characters can wear armor, carry a shield, bear a single favored weapon, and carry 25 items that can feasibly fit in a backpack or hang from a belt. 
  • Languages: Non-Humans speak their native language and the common tongue. 
  • Advancement: Experienced is gained from completing major quests, engaging hostilities, and recovering valuable treasure. More experience is given for the quests and valuable treasure the engaging with hostilities. Every 15 experience points gained, the character acquires a new level and will gain additional hits and abilities. 
  • Hazards: This is a section that lumps together monsters, NPC's, traps, ans environmental situations as "Hazards." Each of these hazards uses the same stat line so it is seamless for the Referee to run any hazard the characters come across. One of the numbers on the line is Level which when appropriate, translates as hit total as the Referee times the level by 1, 2, or 3 depending on how difficult the encounter is.
  • Darksight: Nothing that the PC's have access to have Darksight, not even Dwarves! 
  • Miniatures: Quick advice if the group wants to make use of miniatures - every inch squares 5' of movement. This removes the need for grids/hexes. 
  • Treasure: Formula for determining treasure based on treasure type in the stat line and chance for magical items. There are lists of magic item, 
  • Enchanting: Items are created by none player characters only and a PC that posses the required Abilities can write their own scrolls.
  • Towns/Wilderness/Dungeons: Advice, random encounters, and prices for services found in most towns are listed. 

Mydwandr also has approximately 8 pages of setting information regarding the lands, people, and history of Mydwandr. The entire game has a smooth flow and even though it reinforces a certain vibe for a campaign it is nowhere near locked into that idea. There is unlimited flexibility but enough structure to make the Referee's job easy and gives enough setting prompts that a Referee should be able to build off of that or drop adventure's inside the known world without much trouble. 

My favorite aspects of the game are how light sources are important as even Dwarves do not possess darksight, money is spent and acquired in low quantities (with XP only being awards for major treasure or artifact level discoveries), the take on elves, and how initiative is paramount in combat situations. 

With that being said, I wish there was more information or explanation regarding Balance as the paragraph under that section could be interpreted various ways such as all encounters need to be balanced but I do not think that is the intention of the design. I would have also liked to see a play example outside of the included combat example and the inclusion of 4-6 regenerated characters for a group to hit the ground running.

In all Honesty, I hope Olde House Rules rules writes an entire setting book for Mydwandr. Maybe it should be called the Chronicles of Mydwandr?

You cam find Olde House Rules and Mydwandr here:

 

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