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Swords & Spells

From Wikipedia, the free encyclopedia
Tabletop role-playing game supplement for Dungeons & Dragons
Dungeons & Dragons Supplement V: Swords & Spells
AuthorGary Gygax
GenreRole-playing game
PublisherTSR, Inc.
Publication date
1976
Pages45

Swords & Spells is a supplementary rulebook byGary Gygax for theoriginal edition of theDungeons & Dragonsfantasyrole-playing game. Its product designation is TSR 2007.

Contents

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Swords & Spells was a supplement of miniature rules, for use with the originalD&D set.[1] It contained battle rules for miniature-scale that were meant to be more compatible with theD&D rules than those ofChainmail.[2]

Swords & Spells is a set of large scale miniatures battle rules for use withDungeons & Dragons, an expansion and update to theChainmail rules.[3] A sample game is provided in the appendix which includes examples of how magic is used.[3]

Publication history

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Swords & Spells was written byGary Gygax, with art byDavid C. Sutherland III, and was published by TSR in 1976 as a 48-page digest-sized book.[1]

Swords & Spells was published byTSR, Inc. in 1976, the fifth and final supplement to theoriginalDungeons & Dragons boxed set, and is sometimes informally referred to as "Supplement V", with the official supplementsGreyhawk andBlackmoor having been released in the previous year, andEldritch Wizardry andGods, Demi-gods & Heroes released previously in the same year. It does not, however, bear the official "Supplement V" designation on the cover, as "Gods, Demi-gods & Heroes" is stated in its introduction to be "the last D&D supplement."[4]Swords & Spells' product designation was TSR 2007.

The 45-pageSwords & Spells has been billed as "The fantasy-based successor toChainmail,"[5] and indeed is stated within the introductory text to be "the grandson ofChainmail."[2] TheChainmail rules originally formed the measurement and combat systems for the Dungeons & Dragons game, as theD&D rules could be cumbersome when conducting battles between armies. Improvisation was required, sinceD&D contained monsters and spells not covered inChainmail. InSwords & Spells Gygax tried to fix this problem by introducing a diceless approach for large battles which averaged each monster'sD&D statistics.

Swords & Spells proved unpopular, and its rules were discarded in later editions ofD&D.

Reception

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Robert R. Taylor reviewedSwords & Spells inThe Space Gamer No. 11.[3] He commented that "S&S is extremely well done. The layout is excellent, the artwork is good and appropriate, and the rules are superb. They are written in a clear, easy style that allows for quick assimilation."[3] Taylor added that "The rules are particularly strong in one of the most difficult areas of fantasy miniatures - magic. The spell casting and spell chart make applyingD&D magic to miniatures very simple and straightforward."[3] He also noted that the examples of magic in the sample game "helps in further clarifying this often nebulous area of fantasy wargaming".[3] He felt that "The other rules are equally logical and concise, and makeS&S a highly recommended buy for someone just getting interested in miniatures wargaming."[3] Taylor concluded his review by saying, "Although the author (Gary Gygax) obviously spent a great deal of time and effort on these rules, especially the magic section, some concessions were made to allow for a more streamlined approach to miniatures. This reviewer foundS&S to have a nice balance between complexity and playability. The staff of TSR should be congratulated for another fine piece of work."[3]

Lawrence Schick, in his 1991 bookHeroic Worlds, described this book as "Sloppily produced, with some howling blunders in the rules."[1]

David M. Ewalt, in his bookOf Dice and Men, commented thatSwords and Spells "is the odd man out in the original D&D rule set. Rather than adding new details to the fantasy role-playing game, it takes a glance backward and provides rules for large-scale miniature war games that are merelybased on Dungeons & Dragons. In his foreword, editorTim Kask describes it as 'the grandson ofChainmail.'"[6]

Reviews

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Notes

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  1. ^abcSchick, Lawrence (1991).Heroic Worlds: A History and Guide to Role-Playing Games. Prometheus Books. p. 147.ISBN 0-87975-653-5.
  2. ^abTresca, Michael J. (2010),The Evolution of Fantasy Role-Playing Games, McFarland, p. 62,ISBN 978-0786458950
  3. ^abcdefghTaylor, Robert R. (April–June 1977). "Reviews".The Space Gamer (11).Metagaming: 45.
  4. ^Kuntz & Ward. Gods, Demi-Gods, & Heroes, Foreword. TSR Rules, 1976.
  5. ^"Original D&D Supplements". The Acaeum. Retrieved2009-01-17.
  6. ^Ewalt, David M. (2013).Of Dice and Men: The Story of Dungeons & Dragons and the People Who Play It. Scribner. p. 109.ISBN 978-1-4516-4052-6.
  7. ^"The Playboy winner's guide to board games". 1979.
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