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Tales of Sword & Sorcery

A group of my board gaming friends had never played a TTRPG before and whenever we sat around the table, we'd exclaim "We should try D&D some time!" and then fail utterly to organise it.

Playing a D&D session requires some planning and preparation. You need player characters created, sheets printed, and the GM needs to build a few encounters. And of course, the rules need to be learned.

I decided I needed a one sheet, pick-up-and-play game like Grant Howitt's Sexy Battle Wizards but themed after "the world's greatest role-playing game" in Wizards of the Coast's parlance. Then, I'd save the PDF on my phone along with a dice app and next time we exclaimed "We should try D&D some time!" I could say "No, let's try it now!"

And so it was that I started work on Tales of Sword & Sorcery.

A note on the game's core mechanic

You should expect player characters to fall after about 7 difficult checks, with about 4 being of those checks successful. (Thanks, Introscopia.)

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