An Informal Review of Swyvers
Someone in the OSR discord recently asked for opinions on Swyvers. I have played and refereed Swyvers, both times in Blue Cheese Left to Rot, and so I typed out an overly-long ramble in response. I've been procrastinating for months on starting a blog, so what the hell, here's my first post. Below is an expanded and cleaned-up version of that ramble.
The actual system itself is serviceable and sometimes even exceptional, although it has that particular Luke Gearing quirk of going against modern design trends and being a deliberately un-streamlined system. Skill checks, combat, and grappling all use completely different dice resolution methods. It tells you not to roll for conversations with NPCs but then on page 52 gives you a bribery subsystem where you… roll for conversations with NPCs. The difference is that the rolls are ref-facing instead of player-facing, I guess? Oh, and it also, again, uses a completely different dice resolution methods from skills, combat, or grappling.
While Swyvers has the familiar Strength, Dexterity, and Constitution, it notably doesn't include any mental stats at all. This seems intended to encourage the OSR maxim of "player skill over character skill", a goal I generally find admirable. However, Swyvers can't fully commit to this, and does still give you a system for generating target numbers for rolls divorced from the physical stats. This has an unfortunate consequence: physical rolls feel quite concrete as you are rolling under your stat, whereas mental rolls (which do exist in the system) rely entirely on a GM-set target number, and the contrast means that mental rolls feel especially arbitrary and fiat-reliant.
Combat is an idiosyncratic weirdo version of D&D tuned to be less whiffy and a bit more realistic. To-hit target numbers ("Defence Value") aren't based on armor, but rather on weapon type. A big weapon makes it harder to get hit than a small weapon, which is a clever way to address the common complaint that reach is a far less useful trait in D&D than it is in real life. Since AC doesn't exist, armor now acts as damage reduction, and each armor is assigned its own die size that you roll against the damage. This is slightly reminiscent of how armor works in Advanced Fighting Fantasy, although I suspect that has more to do with convergent evolution than any direct inspiration on Gearing. I also quite enjoy the initiative system, which ties into weapon size and Defence Value: large weapons go first on the first round when reach is important, small weapons go first on subsequent rounds after you have presumably closed the gap into clinch distance.
The venerable-but-swingy d20 has been swapped out for the bell-curvaceous 2d10, leading to a more reliable hit percentage. Defence Value maxes out at 12 for a Long Weapon + Shield, meaning that (absent situational modifiers) you'll never have less than a 45% chance of hitting someone. A schlub with a knife and no shield has a whopping 79% chance of being hit.* You do get more HP than BX so characters are fairly survivable (by OSR standards). I love a good Death & Dismemberment table at 0 HP, and Swyvers generously provides. This one is more vague and abstract than I tend to prefer, especially compared to something like Cavegirl’s. What does having a “broken and useless torso” mean in the fiction, exactly? That said, I can't argue with the result: after one of the PCs was ran through by a sword, every player was holding their breath as the PC slowly bled out, crawling along the floor and yanking blankets off the bed to try to use as a bandage.
The tables and setting are exquisitely flavorful and detailed. It really leans into the “mud, blood, and shit” aesthetic and is much grosser than is typical. There’s a random table of venereal diseases, for example, which I love. The setting does require more work than something like Doskvol from Blades in the Dark (a frequent comparison, although mechanically the games have very little in common), since it requires assembly via random tables rather than being pre-packaged and immediately ready to put on the table, so your mileage may vary. The equipment lists are written in-character with a thick, stereotypical Cockney accent, really emphasizing the extremely British vibe.
Blue Cheese is a phenomenal adventure and the highlight of the book for me. It can be easily run as either a one-shot or a campaign starter, as it includes a lot of elements that are carefully designed to make the PCs either friends, enemies, or wildcards to various powerful factions and patrons in the setting and thus fuel further play. Despite being quite short, generally lasting one or two sessions, it includes the bells and whistles you expect from an OSR adventure: two factions, some wandering encounters, and a small but multi-level dungeon. Blue Cheese takes place in a noble family's mansion, giving the whole thing a darkly intimate vibe. As mentioned up top, I've experienced Blue Cheese twice, and they played out radically differently from each other.
Overall, Swyvers is a unique and fascinating OSR game. Your fondness for Swyvers' mechanics is going to be heavily dependent on whether or not its quirks excite or irritate you. Ultimately, there’s nothing really stopping you from running it in BX or Into the Odd or whatever else you might want. The game's real strength lies in its tables, tools, and adventure. These beautifully immerse you in the scuzzy world of The Smoke.
*Yes, obviously I'm using Anydice to generate these numbers. You think I'm calculating 2d10 dice probability of the top of my head? What do I look like, a nerd??
Great first post. Looking forward to what is next.
ReplyDeleteA really good and accurate review, though I'm not sure I agree entirely. I've been running Swyvers (almost) every week since the first preview was available. Like all TTRPGs, so much of what anyone gets out of it comes down to the GM, but I feel Swyvers is an extreme case of this.
ReplyDeleteWhen I run it, a lot of subsystems get left out; I don't think we've ever run the bribery system RAW and that's because I've always taken the concept of no social rolls and no stealth rolls very seriously. The only social thing I roll for is (arguably) guard competency/leniency/commitment - useful for when players spring an impromptu heist. This choice has lead to a lot of roleplay from my players who are otherwise more reluctant to engage with things like that, though I admit I'm privileged to have players with experience of real world skeezy street life!
Part of me feels like the bribery rules, having reread them just now, exist to try and standardise the value of currency and provide inspiration to straight-laced players (the leverage column) versus to create a flawless "social roll" system. If I was editing it, I'd probably switch that to a chapter about how the Watch organises itself (as is already detailed in that section) as opposed to appearing to formalise what bribes work for what ranks. I honestly can't imagine trying to calculate what a 20% reduction in a bribe of L2 12s (given in pennies) is on the fly, but I am notoriously awful at maths!
I agree that the mental rolls thing is weird, and I think the book could have had different examples to clear things up here. I would never make a player roll to "know" something, and I would assume that's how most typical "old-school" GMs would also run it - though have no evidence that was the design intention. I do use the "below target number" system for some mental tests, but only if there's a crucial interaction with the physical world (playing music, alchemy, making a forgery).
About combat; I really like having a clear turn order independent initiative rolls slowing us down. I like the Fyte Like a Swyvers section, though should probably offer my players more chances to learn/exploit those moves. One thing I am always surprised by is how resilient the players are. I've only ever had a few rolls on the dismemberment tables, and only one player has died in battle so far (as a result of being abducted, not so much just rolling poorly). This could be specific to my group however.
I will say that the magic system is probably the best in any game I've ever played, even if the way I run the setting getting a hold of anything arcane is a series of sessions in itself. It is a pity that to talk more about it would spoil it for players, because I want to shout from the rooftops about how unique and customisable it is.
To me, it feels like Swyvers has more sourcebook in its DNA than rules sometimes - a grab-bag of cool subsystems and mechanics and inspirations. That isn't to say things don't mesh together, but that the sheer abstraction provided by each of those components somehow adds up to something much more than the sum of it's parts... if that makes any sense? I definitely feel like the lack of social or mental rolls heighten the experience at our table.
Anyway, those are my two pennies on it. I'm a bit sick currently so apologises if this was incomprehensible crap! Thanks for the insights.
Agh, I should've proof read this! There are a few errors in places but hopefully what I mean is still understandable.
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