Monday, July 24, 2017

The Siege of Crasmere Now on DriveThruRPG

The Siege of Crasmere is now on DriveThruRPG. I wanted to add it on there so I could track any downloads and for feedback/reviews. Also, to reach a wider audience that may not be a part of some of the Facebook groups and Google+ Communities. 
I'm pretty proud of this Starter One-Page Adventure for Swords & Wizardry Light. It has everything you need to start: A town, an adventure and room to expand. Why is the Brokentusk Clan attacking the village of Crasmere? That is for you to create and for your players to discover!

The Siege of Crasmere is Pay What You Want (AKA Free!!!) so please do share with others!

Tuesday, July 18, 2017

August Updates & Female Artists

Just wanted to give a quick update on what I'm working on!
I recently received the artwork I wanted for my next OPA that will be released for August. The artwork is by Peter Saga. You can find his work and contact information here! 
This OPA will help merge, both, Swords & Wizardry Light and White Star.
I am still working on a project for Illusionist (priority) but I have my notes jotted down for my August OPA.

Also, I am always looking for more artists to be featured in my OPAs and to help promote their work! Currently, I am looking for female artists (Black & White Art) to be featured in future OPAs. I see plenty of OSR dedicated artists that are male but not many females. If you know of any or if you are one and would like to do some artwork for my OPAs please contact me!

Tuesday, July 11, 2017

Big Projects & Big News

Well, it is a good thing I am ahead on my One-Page Adventures because I have some major projects that I am currently working on. I am currently working on two projects for Illusionist. The two projects go hand in hand and I am really excited that I get to be a part of this whole thing. Once I have the OK to let you know what it is I am working on I will let you know.

Now, for the big news!





















So as you can see, I'm going to be pretty busy for the next couple of eternities.

Friday, July 7, 2017

Exclusive One-Page Adventures & Plans for August

July's One-Page Adventure Blood & Villainy has only been out for 7 days. And it is getting plenty of hits! Thank you for your support! Now on to the news...

I'm currently working on an exclusive OPA that is a tie-in to my campaign. I am designing it to be part 1 in a series of OPAs. Now, I am creating these in hopes that they will be used through Illusionist. So these won't be released to the public. Unless I know they won't be getting used. Also, I am creating these to work with Swords & Wizardry Continual Light. I've been playing around with formatting so I can get more lore and detail on the page.

For August I already have the adventure stored in my head. I even have artwork being made for this OPA by Peter Saga. What this OPA will do is combine two game systems; Swords & Wizardry Light and White Star by +James Spahn. This OPA will open up your fantasy game to science fiction.

Again, thank you for all of the support!

Tuesday, July 4, 2017

My Campaign Setting: Tanlentin

I am currently developing a campaign setting to be used for my Swords & Wizardry (Continual) Light game.
Tanlentin is an idea I had for a fantasy world for many years. Originally it was supposed to be used as the setting for a Young Adult book series. But that hasn't happened...yet.


We are starting small with an area I've made previously using Inkarnate.


I am using elements from other campaigns/adventures that I own and that I would like to see working together. Village of Hommlet, Rappan Athuk/Mouth of Doom, and Temple of Elemental Evil. Though, there is no Temple in this setting but rather rifts in the elemental planes. I also plan on including at least one or two artifacts/relics from the AD&D Dungeon Masters Guide. Multiple stories that are a part of one story.

I am going with races as a class format and I've also created new classes for this campaign. I am also using the Optional Classes from the Swords & Wizardry Continual Light beta.

Humans - Fighter, Cleric, Magic-User, Thief, Shifter, Berserker and the optional classes.
Elf - The Elves of Tanlentin live on the tops of mountain peaks. They are the defenders of the realm. They cast protective wards on the mountains of the realms to keep the evil within from escaping. Though, occasionally some evil does make its way out of the mountains. Mechanically, the Elves are a hybrid class of Fighter and Magic-user.
Dwarf - The Dwarves of Tanlentin are seamen (haha!) and shipwrights. They live on their ships that they have crafted. Their stout bodies keep them grounded on their ships in even the treacherous of storms. Some of their ships are as large as small villages. Mechanically, the Dwarves are Fighters but with some armor restrictions and their BHB is lower than that of the human Fighter.
Halfling - The Halflings of Tanlentin were once humans many, many years ago. They fell upon a curse and their offspring were much smaller and weaker than what they once were. Eventually the humans of that region died out and all that was left were the Halflings. The Halflings can only reproduce with each other. In order for them to survive and be useful to the other races they have learned to be engineers and tinkerers. Mechanically, the Halflings are a custom class that is more like a gunslinger.
Construct - The Constructs of Tanlentin are created structures of the Halflings. They were created as guardians for the Halflings. They have also been created to serve as servants for the other races. They can be found in the homes of the wealthy, working in shops and hard labor jobs. Mechanically, the Constructs are a custom class that I have designed just for them.

So yes, to answer the question you may have, there is a hint of Steampunk in this setting. Thanks to the Halflings.

Later I will post the classes that I will be using if anyone else chooses to add them to their games. They are designed to go to level seven for Swords & Wizardry Continual Light.

Sunday, July 2, 2017

My Daughter the Dungeon Master

Today my daughter (10 years old) started her Swords & Wizardry Light Campaign. Yesterday I showed her that she could make her own maps on her Chromebook using Inkarnate. And the map she made is where the campaign is currently taking place. She called her location, Dragon Island, and she placed it in the ocean of the Gulf of Akados Region which is the map that is on the back of the SWL Legion folder.

For the game I created a dwarf fighter, elf thief, human cleric and human magic-user all starting at level two. The game started out with us landing on the island about few days from Fire Town (northern town on the map). We were making our way to Fire Town to just visit but on the way there we encountered some zombies that we had to fight off. We didn't bother to examine the bodies because it was in the middle of the night and we wanted to hurry and get away from that area.
What my daughter did was determine how many days it would take for us to get to the town and she rolled to check for a random encounter twice a day (during the day and during night when we would make camp). When we finally made it to the town we asked around about the zombies we encountered and apparently the town was aware of the problem. When we asked more about it we discovered that the zombies have always been on this island before the races of the realm made this island their home. We were also told that Dragon Island is home to numerous dragons and most of which are neutral and have allowed the races of the realm to make their home on the island. During the night while we were in the Inn the alarm bell rang and we went outside and saw that the zombies were attacking the town. After we helped some villagers take down a few zombies we looked around and noticed the villagers were well equipped and were skilled enough to handle the zombie attacks on their own. The dwarf made some friends with two of the villagers who landed some brutal hits taking down some of the zombies. 
The next day there was a town meeting about the latest zombie attack and the governor of the town asked for volunteers to seek out the Fire Dragon of the island and ask her for help/information on these zombies. We volunteered and so did the two villagers (John and Alice) that the dwarf became friends with. They gave us supplies including healing potions, horses and a wagon. They told us it would be best to visit the town to the east and seek out the Water Dragon and see if he could help us on where we could find the Fire Dragon. The trip took about two weeks or so to make it to the town. On the way we encountered more zombies, some hobgoblins and a snowy giant spider. The dwarf was very proud of his kill of the giant spider. He didn't even step off the wagon and he shot two arrows in the giant spider's head bringing it down with ease. The magic-user jumped out of the wagon and extracted some of the webbing into a vial. 
When they made it to the town we talked to some people and they told us where to find the Water Dragon and we were told that he was very friendly and likes to go by the nickname, Clammy. When we met up with Clammy he was very eager to help us but he asked us to look for a crystal that was taken from him. He told us of a human who lives in the town that might know where this crystal could be. The human is the owner of the library in the town. She used to visit Clammy all the time but as she got older the trip got more dangerous for her to go out on her own. After speaking with her and finding out that one of the villagers found it when they were a kid we were easily able to acquire the crystal and give it back to Clammy.
After we gave the crystal back to Clammy he told us where we could find the Fire Dragon. He told us where her cave might be found and the area where she flies keeping an eye on the land protecting it from evil forces. But Clammy offered to give us a ride to the southern part of the coast. We accepted the offer and Clammy was also able to pick up the two horses and wagon in a separate trip. Before we made our way to find the Fire Dragon (which we forgot to ask what her name was) Clammy gave us a magical oyster. The magical oyster could only be used once but if we opened the oyster we would summon the aide of a minor Water Dragon. Then we were on our way to find this Fire Dragon. On the first night we encountered more zombies and after taking them down the cleric decided to examine the dead bodies. And that is when we discovered that one of the zombies looked like it once was human but the others looked more monstrous and ancient. Something that wasn't created from the dead....

And that is when we ended the game for the day.
Now, what my daughter did was map out how many days it would take us to get to this cave and prerolled twice a day for random encounters so she would already have it written down and know that day 3 this happens, day 7 this happens. And then she had me roll a d6 once a day to see if I could see the Fire Dragon in the sky. So far nothing.

My daughter made this entire game up as we were playing. She knew the mechanics of the game and so there really wasn't many questions. But she was harsh on some of the missed attack rolls. If I missed by just a couple it was fine. But if I missed by like 5 or more she would count that as a fumble even if I didn't roll a 1. On natural 20s her monsters would deal max damage but if I got a natural 20 she would let me choose to do max damage or roll 2d6. There were times I wish I would have just gone with max damage. 

Overall it was a fun game and I can't wait until we play next time. I am curious as to what these zombies are.....



Saturday, July 1, 2017

Blood & Villainy

It is here! July's One-Page Adventure: Blood & Villainy
This One-Page Adventure is designed to be used with Swords & Wizardry Light. This OPA allows for the players to take on the role as the monsters! This could be used as either a One-Shot or a starting adventure for an "evil" campaign.
If you read/played The Siege of Crasmere, then you will know that the Brokentusk Clan is back!

How to use this OPA
The four different races represent one of the four classes in SWL. The race gets all the benefits and starting equipment included with the class plus the racial bonuses.
Here are two ways you could approach this adventure: A small band of Brokentusk Clan or a large group of Brokentusk Clan.
If you go with the small band approach you may want the players to start at either level two or three.
If you go with the large group approach the players should be level one and roll for hit points. And if a character dies allow for the player to quickly roll up another character to continue the adventure.

Click here for Blood & Villainy
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Facebook Page
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Saturday, June 24, 2017

July & Future Projects

Well, as you may know by now I have recently started working with The Illusionist Investment Group. With that being said I am currently working on multiple projects. So I am trying to get ahead of myself a little by already starting on July's One-Page Adventure. And this one I believe is going to be really fun and different. A very nice change and perfect for a one-shot of Swords & Wizardry Light!

Also, I will be working on another One-Page Adventure that won't be released to the public but will be dedicated to The Illusionist Investment Group so they can use it in one of their Monthly Crates in the future.

If you enjoy my work then you should keep a lookout for larger works by me in the future. Also, checkout The Illusionist Investment Group they also have a Facebook Page

My Patreon, Facebook Page and Facebook Group


Wednesday, June 21, 2017

Important News for One-Page Adventures!

Starting in July I will be creating two, that's right, TWO One-Page Adventures. But this isn't the only news!

The reason why I will be creating two One-Page Adventures a month is because I will be working alongside with The Illusionist Investment Group. Illusionist is the company behind +Erik Tenkar's Tenkar's Tavern Crate. What does this mean?
It means that one One-Page Adventure will be dedicated to Illusionist/Tenkar's Tavern Crate while the other one will remain open to the public. Also, this doesn't necessarily mean that there will be a One-Page Adventure in every Crate. All I know is I will be working on them as if they will be. 

When I know more you too will also know...when you need to know that is. 

Monday, June 19, 2017

First Session of The Siege of Crasmere

I ran my One-Page Adventure of The Siege of Crasmere for my best friend, his brother and my daughter. My daughter was the only one that has played Swords & Wizardry and Swords & Wizardry Light. The other two only ever played 3.5 and some 4e. But they do know their Forgotten Realms lore.

Character creation went by quickly though they still had their minds adjusted to 3.5 style of looking at stats. My best friend was the human cleric, his brother was a dwarf fighter and my daughter was a human magic-user (also played as a kid character).
A quick note on how I handled the magic-user and how I plan on handling the magic-user in the future: I treated their spells as I would a cleric. Instead of memorizing a certain spell that day I let her have just one spell slot that she could use for any of the two spells she selected. Which were Magic Missile and Charm. I'm going this route because it is easier for kids to have spell slots instead of trying to predict what spells they might need for that day.

Go here for The Siege of Crasmere
Go here to see the map I used for this session

Game Summary

The game started in the Inn and I asked them why they would be in the inn and if they knew each other or if they just happened to be in the inn at the same time. The Cleric and Fighter knew each other and have traveled together. The Magic-User was just a kid that was there and didn't even know these other adventurers. After some time and a few drinks (well food for the M-U) a villager crashed into the inn with an arrow in his shoulder saying, "We're under attack!" The M-U quickly went to aid this villager. After they saw he would live they went outside and saw chaos. Villagers were running and screaming. There were villagers dead on the roads from the arrows and others that were injured. They quickly dragged some villagers into the inn but after that another volley of arrows came raining down upon them. This is when I had them Roll their Saving Throw. The Fighter and the M-U took an arrow dealing 1 damage each.

They surveyed the area and got an idea of where the arrows were being fired from. They made their way to the South-Western tower on the wall (after rolling Saving Throws against two volleys of arrows). In the tower was 2 men-at-arms. One was already hit by an arrow and the other was firing back. After another volley of arrows the other man-at-arms took an arrow and fell to his death. The M-U had the idea of lighting an arrow on fire and shooting it over the wall as a light source to get an idea of what's out there. The Fighter let the arrow loose and it struck a goblin and set the goblin on fire like a small campfire. They could see about a dozen or so goblins with bows and on the walls there were orcs with ladders trying to get on the wall. The Cleric jumped onto the wall from the tower and kicked away one of the ladders. The M-U tied one of her daggers to a 10' pole and handed it to the Fighter. He then got on the other wall and thrust the pole through an orc climbing up the ladder. In the process knocking the other orcs off the ladder as well. The M-U went down the tower to make her way to the next tower but as soon as she got down she heard people screaming about an Ogre at the gate. She quickly ran back up and told the others and that is when they decided that defending the gate from the ogre would be best.

When they arrived at the gate (after avoiding some arrows) they saw that some men-at-arms were armed with spears ready to attack the ogre once is broke through the gate. The cleric, while the ogre was trying to bash it's way through the gate, made a narrow ditch across the gate and poured oil in it and set it ablaze. As the the ogre crashed through the gate it ran through the fire in a frenzy. It took an arrow from the fighter and a spear through the gut from the M-U (using the modified 10' pole). But the cleric ran in for an attack but missed and took a club in the chest knocking him off his feet and into the wall killing him in a single blow. He then rolled up another character as the fighter and M-U eventually finished this thing off. After the battle the fighter only had 1hp left and the M-U 3hp. There was a howl in the distance and someone yelling, "The gate is open! Charge!"

The characters quickly got the remaining men-at-arms organized and some of the villagers offered to help defend their homes when the new character, halfling thief, stepped forward and said he would help out. They got organized with some staying at the gate and the rest attacking the orcs that made their way over the walls and getting the villagers inside buildings safely. The fighter was in need of healing and one of the men-at-arms told them to find Philmon at the temple and that he should have medical supplies to help the fighter and the injured villagers. They made their way to the temple and took out a few orcs on the way. Once inside the temple they discovered there were kids and injured villagers who were waiting for Philmon to return to aide them. But he was no where to be found. The characters explored the temple and found Philmon's room and his journal inside a cabinet. This is when they discovered that Philmon was aiding the attackers, Klatt, and that he was supposed to meet Klatt outside of the walls.

They made their way over the walls and saw that Philmon was alone and so the M-U charmed him and that is when they discovered who Philmon was working for, Klatt of Brokentusk, an orc and her Worg. After talking with him more they discovered that he had an item, an orb, that held Klatt's husband, Gromm. They convinced Philmon to follow them back into the village while the thief had a plan. The halfling thief managed to steal this orb and from one of the stores in the village he swapped it out with a glass globe that looked similar to what Philmon had. The plan then was to take Philmon back to where he was supposed to meet Klatt and confront her together. The M-U requested the aide of Philmon and he eagerly healed the party.

Once the party and Philmon made their way back to the meet up point they met Klatt and her Worg. She didn't attack at first but wanted to talk once Philmon opened his mouth and said how the party helped him and how he found more allies for the Brokentusk Clan. She asked for the orb but when he pulled out the glass orb she knew she was being tricked and that is when the combat started.

While on the Worg, Klatt, leaped onto Philmon and the Worg mauled him to death. The M-U, using the 10' pole with the dagger tied to it, was able to keep the Worg at bay for sometime. The fighter landed a blow on the worg and that is when Klatt jumped from her mount and cut down the thief in a single blow. His wounds instantly began to turn black as he died. After taking a spear to the chest, the Worg focused his gaze on the M-U, fortunately she avoided his bite and got the Worg in the throat. The fighter charged Klatt and landed a critical blow moments after she took out the thief. She retaliated and returned a blow and the axe wound burned the dwarf more than it should have. The Worg then went for the M-U one last time as his teeth ripped through her upper torso tearing her in two. The fighter was alone. Terrified from what he just saw the Worg do to his little human friend he took a swing at the Worg but came up too short. Leaving him open to Klatt's deadly axe that sliced through the dwarf's neck and sent his head toppling to the ground.

A TPK. But a great one! They all had a blast and were happy with the end results. But, did Klatt ever discover what happened to the orb? We may never know...or will we?

Changes I Would Make

If you look at the One-Page Adventure under the features you will see the arrows listed as a saving throw. This is one thing I would change for sure. I would just treat it as an attack roll with -4 to -6 to the to-hit depending on where they are in the village. After a few hits they tried their best to hug the walls of the village to try to avoid the arrows.

I let them have full health for this adventure. If I run this again with another group I would make them roll their HD for their health. Mainly, because this adventure is designed for "mass combat" in a sense that there are so many villagers that when a character dies the player can easily roll up another one. It is designed to encourage risk, danger and dying for the village.

Other than that I think everything is how it should be. And of course I'm sure with each run it would be completely different because every player would have their own style of playing. If anyone runs this for their own group I would like to know how it went for your group.

Friday, June 16, 2017

The Siege of Crasmere Resources

I plan on running The Siege of Crasmere tomorrow for Free RPG Day for some people. So for my prep work I created these resources: player's map and my map with references. For the map I used Wizardawn and clicked generate a few times before I saw the village type that I liked. On the reference sheet there is a table for Goblins and Orcs. How I plan on using this is anytime the characters kill off a goblin or orc I will mark a tally mark. At the end of the battle if the characters decide they want to go around and loot the bodies then I can just add the tally marks up and multiply the gold pieces they have on them. Two gold for goblins and four gold for orcs.

For the One-Page Adventure of The Siege of Crasmere go HERE.
For the Resources for The Siege of Crasmere go HERE.
For my blog on the Beginner's Guide to The Siege of Crasmere go HERE.

And don't forget One-Page Adventures now has a Facebook Page and a Facebook Group.


Tuesday, June 13, 2017

A Beginner's Guide to The Siege of Crasmere

I'm writing this for a guide to new players and new Game Masters. First of course download and print this adventure and a few copies of Swords & Wizardry Light also the printer-friendly Black & White version can be found here.

Why Is There Not A Map Included?
I do this because this is your game and your world. So it is up to you to determine the size and length of the adventure. But this is easy for this adventure. You can do this pregame or at the table. Just get a piece of paper, it can be plain or graphing paper it doesn't matter. Then draw yourself a big square, rectangle, circle, or whatever shape. This is your 15-foot wall around the village. Now decide where the gate is and draw a road through it to some central point of the village. Then draw different shapes and sizes of buildings. You should number a few for key buildings like the inn, blacksmith, temple, etc. This map should be out on the table for all the players to see and use (since the players start inside the village they would know where the key locations are). You should also know the names of some of the key NPCs like the innkeeper, blacksmith, village leader, etc.

Adventure Hook
For this adventure you just need to ask the characters why they are in Crasmere. If they seem lost or just don't know, this is how you can help; First, you can ask if any of the characters are from Crasmere. If anyone says yes ask about their family, what do they do for a living, what is the reason for them being the class that they are. For any characters that are not from Crasmere here are some suggestions.
Fighter:
- Mercenary passing through looking for work.
- Was hired by a NPC (have the player name the NPC) for a job (what was/is the job?).
Cleric:
- There because it is the closest town that has a temple dedicated to their god (have the player name the god).
- There looking to convert villagers.
Thief:
- There to steal something from a NPC (have the player name the NPC).
- In a holding cell because they got caught trying to steal something.
Magic-User:
- There to visit the small library looking for a specific book (have the player name the book).
- There looking to buy components/alchemy supplies.

Starting the Adventure
I would suggest telling the characters that they are all at the inn. Either because they are staying there for the night or just eating/drinking there for any local characters. And just let them roleplay with each other and the NPCs to do the whole meet and greet thing. Maybe some of the characters already know each other or even related. But for the most part this will be the first time they will be meeting each other. Allow them to roleplay freely if they want. And then at some point have a NPC (name them) run in screaming (maybe even injured) that the village is under attack! And now the adventure will begin...

Running the Game
This is where you have the most freedom to do what you want. What is happening in the village once the characters step outside of the inn? If your players are not motivated to leave the inn then force them to leave in someway. We know the premise of this adventure is that a clan of orcs and goblins are attacking the village. And looking at the features for this adventure we can see that they are in the process of breaking through the wall somehow. Now, does this mean they haven't breached the walls yet or did some get through by ladders or other ways? Do you want the characters to have to face off some minor goblins who managed to get their way in before tackling the task outside of the gate? Or did none get through and they must defend the walls and gate?

How large is the attacking clan? 20 orcs/goblins? 80 orcs/goblins? Honestly, it doesn't matter. Don't write out a number that is set in stone. Refer to the features. We know we have some orcs setting fire to parts of the walls. We know that there is at least one ogre attacking the gate trying to break it down. And we know that goblins are shooting arrows into the village. That alone tells us that this town is surrounded but the exact number doesn't matter. Are all of these features happening at once or are they stages that happen throughout the adventure?

Also, don't worry about the stats of each and every single NPC. Quickly roll for hit points for goblins and orcs. Whatever you roll is the hit points for every orc and goblin the characters encounter. The same as the ogre (that is if you want more than one ogre in this adventure).

Very important thing to remember is that the characters are in a friendly village with some men-at-arms. They are not the only ones defending the village. The men-at-arms and other villagers may be doing their part. Allow the characters to interact and help guide the villagers. There is an ogre trying to bash down the gate but the eastern and western walls are on fire. What are the characters going to do? Split up with the villagers? Stay together and hope they can stop these things one by one?

How Do I Know My Players Are Winning or Losing?
This isn't that hard to determine. First, are they still alive? If yes, then they are winning! This is when we can take a look at the features. Did the characters stop the ogre from breaking down the gate? Yes (winning) No (losing but not all is lost). Did the characters prevent the fires from destroying the walls? Yes (winning) No (losing but not all is lost). What about Klatt of Brokentusk? What is she doing? Does she charge in on her worg through the gate when the ogre breaks it down? Or does she sit back and watch as all of this happens? What is her main goal? What if the gate is destroyed and some of the walls are destroyed and now the village is filled with orcs and goblins? Do they kill and destroy everything? Or are they just there for one item or person? What if the characters kill Klatt does that mean the rest of the clan scatters and run away or do they even care? But what happens to the characters if they lose the village and don't kill Klatt? Do they die? Are they taken as prisoners? Or are they just left behind once the clan leaves? Does Klatt flee when the characters stop the ogre and fires?

Remember, if the characters fail to defend the village it doesn't mean they "lost." It just means the story has now made a turn both you and your players didn't expect. And they still check off one adventure on their character sheet.

Closing the Session
Whether they defended the village or not you now have completed part one of your (the GM and players) story. What happens next? You can now take this One-Page Adventure and expand it into a much larger campaign. Maybe there was a lot more going on in the background that caused Clan Brokentusk to raid a peaceful village. Maybe there's a spy in Crasmere that was behind the whole attack. Or maybe Klatt was possessed by a demon that drove her mad. It's your world and your game so just have fun with it!

Character Death
So a character has died. What are you going to do? This is easy. You can either let them just become an observer for the rest of the session or let them roll up another character at the table. Rolling up another character will more than likely be the best option. You are in a village and it is easy for a villager to decide that they are choosing to take on more of a "leading role" in this story. Just let the players understand beforehand that this game can be very deadly. Death is going to happen. There is no way around it. If a player has a character that died and would like to roll up another character then that would be a good point to take a quick five-ten minute bathroom/snack/smoke/beer/whatever break. Let the player roll up their new character and get back into the action. No need for a backstory for this second...or third character. If they live at the end then they can take the time to flesh out their new character.

Languages in SWL/SWCL

I've noticed that in Swords & Wizardry Light (and the beta of Continual Light) languages are not addressed. Which is an easy hand-wave and a very obvious obstacle to hurdle. Common language and the languages for the races in the game.
But what it doesn't state is how many languages a character knows.

This is my idea for a language system:

Every starting characters knows how to speak and read/write Common plus speak and read/write their race's language (Humans only know Common).
Any character that has an intelligence score of 6 or less can only speak their race's language but cannot read/write their race's language.
Any odd numbered intelligence score greater than 10 is an extra language the character can speak.
Any even numbered intelligence score greater than 10 is an extra language the character can read/write (the same language you picked to speak previously).

Example:
A Human with 13 Intelligence. They have two odd numbers and one even number greater than 10. So this human can speak and read/write Common. For their first odd number they choose Elvish to speak. For their first, and only, even number they must choose Elvish to read/write. For their second, and last, odd number they choose Goblin.
So this human can speak and read/write Common and Elvish. And they can also speak Goblin.

What are your thoughts on this language system for Swords & Wizardry Light (and future Continual Light)?