Blog Post

Hacking a New Phase

  • By keithstetson
  • 21 Dec, 2014
Part of the brilliance of Swords Without Master is how simple and elegant it is. These qualities lead people to think that hacking it is as simple as changing the tones of the game. While this may be a necessary step, it is not sufficient. One must look at all the moving pieces of the […]
Part of the brilliance of Swords Without Master is how simple and elegant it is. These qualities lead people to think that hacking it is as simple as changing the tones of the game. While this may be a necessary step, it is not sufficient. One must look at all the moving pieces of the game.
Having spent time doing so, I saw a void in the Phases that I felt needed to be filled in order to hit all the moods of a proper Western game. I wanted to create a new Phase to juxtapose the smallness of the characters against the grandeur of nature/the works of humanity/the unknown. This might be considered a sort of “Anti-Rogues” phase; instead of showing off against the background of the story, you are the background that the story shows off upon. For now I decided to call this the Lonesome Phase.
In the Swords Without Master Alchemical Laboratory Epidiah notes that each Phase serves both player and audience.
  • Choose the Perilous Phase when you are restless or in search of bloodletting.
  • Choose the Discovery Phase when you are directionless or in search of wonder.
  • Choose the Rogues’ Phase when you wish to wander and seek adventure.
So how does the Lonesome Phase fit into this? I would say:
  • Choose the Lonesome Phase when you wish to take a breath and show scale (grandeur).
A standard Six Guns Phase starts with a tableau of three cards in the center of the table. This tableau sets the tone to either Gritty or Polished and also provides oracular inspiration to the GM. For the Lonesome Phase, I think a tableau is likely to lead the GM off in a direction they may not wish to go. When you choose the Lonesome Phase you should already have a strong idea of what you wish to showcase – perhaps the hugeness of a canyon, the aridness of the desert, the hustle and bustle of the town or the eerie stillness of the haunted mesa.
To help show that the landscape is in charge, I wanted the active PC to have no cards; they would literally be at the mercy of other elements. While thematically appropriate, I am concerned that this may prove too difficult to pull off in practice. For the first attempt, every player who is not the active PC will get a card to interpret and create the landscape around that PC, who will then respond.
Let’s playtest.
– – –
What a glorious mess!
After trying it in play, I find a few things. Firstly, there needs to be a seed (such as the tableau in the other phases) to offer a jumping off point to the player. Without it the scene struggles to get started. This seed need not be for the PC; it could be something for the GM to use to paint the picture of the landscape or for the other PCs to add challenges or ask questions (see below). The widely distributed cards of the playtest made it difficult for anyone to have enough information to begin the narration and also make it unclear who should do so.
This brings up the point that the scene needs limitations on its scope. What kinds of things should and should not be said and who should be saying them? How much narrative authority does each participant have?
Questions could serve as good signposts to direct the narration. The PC could ask questions that the other players could answer with their cards, or the other players could ask questions of the PC (such as “how are you affected by the harsh and biting wind?” or “how does the swamp’s lack of potable water hinder your passage?”)
It’s very important to know when to select the Lonesome Phase. In our playtest, I was forced to select it in order to try it out and I did not have a clear idea of what I wanted to do with it. This is the problem with playtesting something so context dependent. Having a good reason to choose the Phase would likely also help mitigate the trouble beginning the Phase.
Some more questions were raised during the playtest:
How do we know when the Phase is finished? How long should it run? Does everyone get one? What if everyone wants one and can’t have one?
These and other questions will have to be address at the next playtest!
By Keith Stetson 23 Oct, 2018
Over the weekend I had the good fortune to be a guest at Gauntlet Con 2018, the annual (and perhaps soon twice annual!) virtual convention run by the fine folks at the Gauntlet community (if you don't know about the Gauntlet yet, you've got some research to do). I ran Seco Creek, as I am wont to do. It was a super fun, if atypical playthrough. Our John Gammon couldn't make it, and I'd never run for that particular mix of four PCs before. We also had two former lovers in the mix - a new record! I think the tone ended up being a little lighter than usual, but I certainly wouldn't call the ending happy. Check it out for yourself!  
By Keith Stetson 13 Jul, 2018


If you know me, you likely know I love Epidiah Ravachol’s sword and sorcery RPG Swords Without Master and have run and played it dozens of times. Based on a suggestion by Michael Miller, I decided to take my relationship with Swords to the next level and run three interconnected sessions of if at the recently concluded Dexcon. My pitch was as follows:

Swords Without Master; "Anthology" by Dig a Thousand Holes Publishing; presented by Keith Stetson. An INDEPENDENTLY PUBLISHED GAME - Part of the Indie Games Explosion! Sundered from us by gulfs of time and stranger dimensions dream ancient worlds and ancient tales. Take up sword and staff, pen and ink, and inscribe your own tale in the Anthology. These stories written on air will be composed by us over a series of three linked gaming sessions. Play one session to play a short story; play them all for the full Anthology.

While we did roll Jovial several times, Glum predominated as I detail in my after action report.


  • Problems with players getting into multiple sessions.

Each of my three sessions of Swords had four seats at the table. My ideal set-up would have been two folks who played in all three games, one person who played in two, and four folks who popped into one game each. What I had in actuality was one person in two sessions and ten folks who played one game each. Not even close.

Part of this issue arose from the fact I didn’t flag explicitly enough in the description that this was a continuing game. I said it clearly, but the way folks read these descriptions you have to shout. The problem with that is if I shouted too loudly, people would think it was an all or nothing affair, which is leaning too far in the other direction.

Another part of this issue arose from how Double Exposure cons do their scheduling. It’s unique, and quixotic, and well discussed elsewhere. Suffice to say, I had several folks come up to me and say “I signed up for all your sessions and only got into one,” and suchlike.

This situation didn’t hurt our story too much; after all, it was conceived as an anthology. The main problem with how this worked out is I had to teach the game in depth at every session. For a game like Swords that has a serious learning curve, this was draining. Added to the other draining factors (see next bullet point), and I left the con properly soured on Swords. I know, me soured, what?


  • Teaching, then re-teaching, then re-re-teaching...

My paying job is as special education teacher, so I definitely understand that re-teaching is going to be required when any novel concept is presented. What I didn’t understand was that (1) I would have to do more initial teaching than expected (see above) and (2) some folks would be resistant to learning.

I mentioned above there were several draining factors to the Anthology, and the second major one was the players who weren’t playing by the rules. I don’t mean that they were cheating necessarily, just that they couldn’t - or wouldn’t - abide by Swords’ strict narration guidelines. By this I mean taking definitive action and narrating for characters other than their Rogue without tossing the dice, as well as inserting enough slipping and struggling to take chunks of time from the spotlight player. Some folks needed a gentle reminder to not do this; others didn’t stop.

There was a domino factor to this, where folks realized that they weren’t going to get the dice again for a while and when they did they’d be spoken over, so they hung on to narration as long as they could. The only rational response to that for other Rogues was to do that same, and we ended up in a narration escalation. The third game of the con lasted for four and a half hours. We weren’t aiming for speedruns, but I was hopeful to get two tales in a slot, or at least head to the bar early. Instead, I ended up exhausted and empty.


  • The map phase has potential.

When I posted on Google Plus about running the Anthology, Eppy sent me the rules for (parts of?) a new phase called the Chronicler Phase. I wanted to have a map as a touchstone for our Rogues and this phase promised to create one. It essentially works as a Rogues phase, but instead of demands about other players’ Rogues, you make demands about the map. “Draw for us the walking castle of Count Oglethorpe.” “Tell us of the burial practices of the Sky Wardens.” “Define for us the sigil to warn traveller’s of sorcerous routes.”

The phase created a very fruitful map for us that directly influenced our Rogue creation as well as our Tale. However, given how new the players were to Swords, it was a bit of heavy lifting right there at the beginning, especially as the Chronicler Phase has Stymies, Mysteries and Morals that don’t function exactly the same as in the other Phases. Still, I found this a useful procedure and was glad to have it.


  • Both our tales and our tome were compelling.

Despite our difficulties, the big experiment of the Anthology was a success. Each individual session had a (more or less) satisfying tale, and there was an overall arc to all the tales that would make a decent novel.

In session one, we had a griffin Rogue, who had come West to see what was happening to his people’s disappearing eggs. Turns out they were being ground up and snorted for their narcotic properties. That must have been an awkward report to the griffin kings.

In session two, a party went East to griffin lands to patch things over with the griffins. Instead, they poisoned one of the triumvirate of kings and set the two great species on the brink of war.

In session three, another party went East as an advance party for an assault and ended up meeting with all three griffin kings (deceased included), before the purest-hearted of them got a seat on the griffin council and held hostilities at bay… for now.


  • So would I do it all again?

I learned a lot from this experiment: both about myself, and about the game. But ultimately, no, I would not do it again. At least not at a convention where scheduling practices could cause me to have to teach the game so repeatedly. Swords is not simple to pick up, and the process of teaching it over and over left me limp. However, I would certainly run Swords as a campaign given the right group of players. And, you know, given time to recuperate from this experiment!


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