Skip to the panels
Issue No. 165
Board Game Reviews

Swords & Wizardry at the Table: Making the Rules Your Own

Story by Travis Miller · 406 readers

A Swords & Wizardry foundation can support a distinct game shaped by the people around the table and the choices they enjoy.

Swords & Wizardry at the Table: Making the Rules Your Own

The rules on the page are only the starting point. A game of Swords & Wizardry can become something distinct once a particular group of players and a game master make it their own. That’s the idea behind describing the author’s game as Hogwater, built on a foundation of Swords & Wizardry rules.

Swords & Wizardry is a retro-clone of Original Dungeons & Dragons, but the author sees the older rules family more as a collection of tools and ideas than as a single fixed experience. Original D&D, Basic D&D and AD&D all offer material a table can use to shape its own play. The distinction matters: choosing a rules set doesn’t dictate every decision that follows.

Rules provide a foundation

A rules text gives players shared procedures and a common starting point. It can suggest how to handle characters, challenges and choices, while leaving room for a game master to decide what fits the people at the table. The author’s description of what players can do with a rule points toward that freedom: having an option available doesn’t mean every group must use it in the same way.

That flexibility changes how a familiar game title describes an actual night of play. Saying “I run Swords & Wizardry” identifies the rules foundation. Saying “I run Hogwater with a foundation of the Swords & Wizardry rules” gives more weight to the setting and the table’s particular take on the game.

This isn’t a claim that every group needs a new name or a custom rules document. It’s a way to recognize what happens through play. A game master makes choices about how to present situations and apply the rules. Players respond with their own ideas and preferences. Over time, those decisions build a character for that particular table.

The people at the table shape the game

The author’s point is that even when two groups start with the same rules, they don’t necessarily end up playing the same game. The game master, the players and the unexpected developments that emerge during play all contribute. A table’s habits and interests become part of the experience, even when no one sat down intending to create a distinctive style.

That’s a useful perspective for game masters. It invites them to pay attention to the group actually in front of them: which choices the players enjoy, what kinds of situations hold their attention and how the table likes to handle uncertainty. The source doesn’t prescribe a method or a checklist. Its argument is simpler: the game belongs to the people playing it, and their shared preferences help define it.

For players, that can also take some pressure off comparisons. A group doesn’t have to prove that its way of playing is the best version of a rules set. It can decide what makes the evening enjoyable for its own members, then play accordingly. The result might be unlike what another table expects from the same title. That difference doesn’t make either group’s experience less real.

Comparison isn’t a verdict

The author acknowledges that some gamers may consider a home table’s game inferior to Advanced Dungeons & Dragons, RuneQuest, 5E or another system. The response is not to argue that one set of rules wins. Different groups have different preferences, and a comparison between systems can’t settle what a particular group enjoys.

That doesn’t make rules choices meaningless. A system still supplies the tools a group works with, and different foundations will shape play in different ways. But the name on the book can’t describe every decision made at the table. The more useful question is whether the rules and the group’s approach make for the kind of game those players want to play.

My read is that this idea gives a familiar old-school rules foundation room to be personal without pretending the foundation doesn’t matter. The group can draw on the material it likes, make choices that suit its play and let the character of the game emerge over time. A table’s version may appeal to no one else. That’s fine. They’re there to play their game.

Source: Travis Miller · grumpywizard.home.blog

Crossover stories