Shadow of the Weird Wizard Is Finally Here!

Long anticipated, it’s here! You can grab the PDF from DriveThruRPG. In fact, it has hit the #1 spot on the site. By Rob Schawlb, SotWW is the sequel to Shadow of the Demon Lord and presents a more family friendly version of the game system. https://www.youtube.com/live/Hl_Rev4jtGs?si=BPBnqnvZ_oA9PyKD Shadow of the Weird Wizard® is a fantasy roleplaying game in which you and your friends...

Long anticipated, it’s here! You can grab the PDF from DriveThruRPG. In fact, it has hit the #1 spot on the site.

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By Rob Schawlb, SotWW is the sequel to Shadow of the Demon Lord and presents a more family friendly version of the game system.


Shadow of the Weird Wizard® is a fantasy roleplaying game in which you and your friends assume the roles of characters who explore the borderlands and make them safe for the refugees escaping the doom that has befallen the old country. Unsafe are these lands: the Weird Wizard released monsters to roam the countryside, cruel faeries haunt the shadows, undead drag themselves free from their tombs, and ancient evils stir once more. If the displaced people would rebuild their lives, they need heroes to protect them. A brand new game built using the system powering Shadow of the Demon Lord, this game gives you everything you need for you and your friends to champion the innocent, to brave grave dangers, and right terrible wrongs, all while exploring the wild frontier of the borderlands!

Some saw him as a mad sorcerer who commanded eldritch powers of staggering might. As proof, one only has to look at all the abominations he set loose in the lands—the hybrid beasts, the multilegged hulking collectors, floating eyes that hang in the air trailing their nerve endings. And then, far, far beyond the edges of the new lands rose the walls of the Forbidden City and the clockwork peoples who dwelled there in seeming servitude to the dread mage who ruled over all he surveyed.



But the Weird Wizard is gone. His shadow remains, but the figure casting it disappeared and none, not even his closest servants, know where he went. It might be coincidence that his absence preceded the bloody civil war that tore the Great Kingdom apart and that precipitated the violent struggle between the other nations in the west, or the Weird Wizard might have had some stabilizing influence that enabled civilization to flourish once more following a far older, nastier decline. Too, he could have been the source of the conflict and abandoned the world to its fate.

Either way, the instability sends people by the thousands spilling into the borderlands. As this territory grows more and more crowded, refugees are looking to the east to make their homes. The first forays into the strange place have ended with disappearances and death, and the few people who have returned carry tales of hostile inhabitants, cruel faeries, and hideous, ravenous monsters. If the new lands would be tamed, there must be peace with the inhabitants.

Such efforts demand heroes. Luckily, there might just be a few around. This book shows you how to make a hero who can meet and triumph over the greatest challenges of exploring a world that stands in the shadow of a Weird Wizard.

 

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Retreater

Legend
Do we have to bust every author's balls that's working on a shoestring budget despite losing two father figures and his best friend/co-writer? How unforgiving.
Thanks for the context. As someone who lost his dad about 3 months ago, I totally understand that.
I'll take it easy with the criticism. Maybe I'll pop in if I get the game and have something constructive to add.
 

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Thomas Shey

Legend
I'll disagree on that.
Sure, maybe back in the 1980s there wouldn't have been much help, but in modern games - at least any of them worth playing - would at least give the GM the idea of how to build encounters and the expectations of play. I don't mean specific challenge ratings exclusively. Even Call of Cthulhu gives the Keeper the idea how to design encounters and what the play experience is supposed to be.

Expectations of play, yes. Encounters, no. I'd be willing to bet that I could pick out ten well received games of comparatively recent vintage and have maybe three of them give anything beyond "look at the PCs" there.
 


Thomas Shey

Legend
To add something positive: I actually like the layout and it's romantic-fantastic vibe. The whole vibe of the game, actually. It's still going to end up on my shelf, but I think I'll wait until I can get both volumes in print.

It certainly seems to have less of some of the things that left a bit of a bad taste in my mouth that SotDL could have, even though I respected a lot of the mechanics in the latter.
 





The Soloist

Adventurer
I've scrolled through the PDF several times and created a level 1 fighter in just a few minutes. Honestly, the graphic design is fine. I found the information I was looking for quickly and the rules are well written. The illustrations vary from average to excellent. So far so good. On to creating a wizard, a cleric and a rogue.
 
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