While many big names try to compete for the dragon treasure, Swag by Gila RPGs has found its own unique way of evoking that classic D&D experience. When most people think of Dungeons & Dragons, they think of two things: rolling dice and going on epic adventures. It is often said that the three pillars of D&D (exploration, social interaction, and combat) are the cornerstone of an adventure. A less recognized (but equally true) drive for adventurers is loot. Magical items, powerful weapons and cool armor propel explorers to venture into dangerous dungeons and face powerful dragons. Swag shows that you can have all of that, without rolling a single die.
Spencer Campbell of Gila RPGs is known for creating games inspired by video games (such as his games Rune and HARVESTcrunchy souls like solo TTRPG). His most recent game, Swag is set in a city that has just overthrown its former overlord, and its vast store of wealth is now free for the taking. But the people have had to defend themselves from the creatures and factions that have come to fill the power vacuum and claim the city as their own.
Players act as freelancers, adventurers who have come to the city with the promise of fending off these warring factions in exchange for unimaginable loot. There are two main phases of the game: exploration and combat. During exploration, players venture through forests, city streets, and of course, dungeons. During combat, the game master creates a 6×6 grid for turn-based combat.
It all sounds pretty standard (though still compelling) for a D&D campaign, but instead of relying on skills and dice, players have resources they must manage (focuses) that give them three ways to solve problems: strength, flow, and concentration. . . Each player starts with one slot available for each focus, and increases based on the loot they have equipped. Whenever a player faces a challenge or obstacle, in or out of combat, the GM will ask the PC to use and mark a corresponding approach point.
There is no option to fail here, which some players may find strange, but rather the consequences for resource management reflect how serious the complications that will arise from the challenge. As Campbell writes in the quick start guide, “PCs are supposed to be capable adventurers, with their limits represented by their willingness to overcome obstacles or adapt their approaches to suit a challenge.”
While print copies of the game will be available in late January, a pdf of the game is now available for $20 on the GilaRPG itch.io store.