I have taken some time to have a quick look at Shadow of the Weird Wizard and thought I’d make a note of my first impressions. As ever with such enterprises, I’m conscious that the proof is in the eating of the pudding, and generally that’s where the satisfaction lies. Having been around the block a few times, I can generally sniff out a game from a good read, at least well enough to know if it should get some future dedicated game time.
Shadow of the Weird Wizard looks to be an excellent D20 level based heroic fantasy game with lots to recommend it for both one shot and campaign play. I really like what I have found.
I havered over backing this game. With D&D 4e in the much loved pile, 13th Age on the shelf, Pathfinder 2e looking gloomily at me, and my own ultra light and fast ‘Heroic Fantasy’, I really didn’t need another F20 game. I was drawn in by the designer, Robert J. Schwalb (with broad and impressive design credits, including some seminal 4e), and good things that have been said about the Shadow of the Demon Lord. I don’t really know much about that game except for a quick skim, 10 manageable levels, and an interesting looking character development path system. I jumped in wondering if this would have some of my loved 4e flavour in the mix, and it certainly does.
Character creation is based on Paths, which you select at three tiers. You start with one of four Novice Paths at 1st Level, and these each provide you with a number of Talents. More are gained at Level 2 and then, at Level 3, you pick an Expert Path, which further diversifies the character. At Level 7 Master Paths provide further specialisation. These paths provide a huge array of variety, and look to be great fun. Laced throughout this process are a host of flavour tables to provide great playable story for the character.
It looks good.
I was also delighted to see that there was an attractive Foundry VTT system for the game. I’ve loaded it for a quick reconnaissance. You have to populate your own Compendium, but the core of the game is there and ready for you to build characters.
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| An attractive looking Foundry System Module |
The game system looks to be very straightforward and quick. D20 Rolls are made using one of the four attributes, with the attribute number above 10 providing a static bonus. Boons provide one or more D6s, with the highest of the D6 results also adding to the roll. Banes work the opposite way and cancel out Boons on a one for one basis. You’re looking to roll high and match or beat a target number, one of which might be the Defence of the opponent.
With 33 schools of magic, each with a smattering of evocative spells, you have plenty of magic to play with. The three tiers of play have a steep power curve for the ten levels of advancement. Master Spells will take out a Novice Tier character with ease. I took a quick look at one of the Master Pyromancy spells just to check out the KAFLOOM! on offer:
INCINERATE
CASTINGS: 1
TARGET: One creature or object within 20 yards
DURATION: Instantaneous
Flames engulf the target. The target takes 15d6 damage and catches fire (luck ends). Each time the target gets a failure on a roll to end being on fire, it takes an extra 2d6 damage.
I can picture the chaotic 3D Dice, scattering over the VTT canvas, even as you read. In fact it might well be a fun one to roll out at a convention.
The game has been separated into two main tomes, with the draft ‘Secrets of the Weird Wizard’ providing a bestiary, lots of guidance for running a game, that includes combat encounter design. The game looks to have the strength and simplicity of 4e design here, enabling you to build an encounter to three levels of challenge (and therefore play duration) for each tier and number of players. Spend your budget and off you go.
At 290 pages it will fail a few folks criteria for preferred book size, but it really isn’t too heavy a tome, with actual rules running to about 28 pages. It looks simple to play, lots of pick and mix customisation, fun random tables of spice to give you signature character notes to bring out in play. There is an engaging quirky flavour to the text.
Ahhh sigh, it looks like another to go on the ‘to play’ pile. I’d be interested in hearing of people’s experiences of playing the game, and anything I should watch out for.
