Shadow of the Weird Wizard Fantasy; Dark Fantasy; Bleak; Old-School Renaissance (OSR); Exploration-Driven; Collaborative Worldbuilding; Low Magic

Shadow of the Weird Wizard is a tabletop roleplaying game by Robert J. Schwalb, designed as a less grimdark alternative to his previous work, Shadow of the Demon Lord. It utilizes a d20-based system with unique mechanics like boons and banes, and a flexible class system allowing for diverse character builds. While opinions on the visual presentation are mixed, the game aims for a heroic fantasy tone and streamlined gameplay experience, targeting players seeking a customizable and tactical alternative to more mainstream systems like D&D 5e.

Theme and Setting

Shadow of the Weird Wizard presents a fantasy world shaken by the mysterious disappearance of the titular Weird Wizard. This event has destabilized the land, creating opportunities for adventure, exploration, and settlement. Unlike its predecessor, Shadow of the Demon Lord, the tone is less focused on grotesque horror and more on heroic fantasy. The setting emphasizes themes of exploration and rebuilding in the wake of the Wizard's departure, with players often taking on roles as explorers, settlers, or refugees. While the core book focuses on humans, options for non-human ancestries are available in supplementary materials. The world features familiar fantasy elements like monsters, faeries, and undead, but aims for a unique identity distinct from generic fantasy settings.

Core Mechanics and Rules

The game employs a d20-based system. Characters roll a d20, add their ability modifier, and compare the result to a target number. A key mechanic is the use of 'boons' and 'banes,' represented by d6s. These dice are added to (boons) or subtracted from (banes) the d20 roll, with the highest die result being applied after canceling out opposing dice.

Character creation involves selecting three 'paths' over the course of leveling up: a novice path at level 1 (fighter, mage, priest, rogue), an expert path at level 3 (swashbuckler, oracle, artificer, assassin), and a master path at level 7. This system allows for extensive character customization and multiclassing. The game streamlines initiative by having enemies act first, followed by players who can choose their order. Health serves as a measure of overall danger, and leveling is intended to be relatively rapid.

What Makes it Unique

Shadow of the Weird Wizard distinguishes itself through several key features. The path system offers unparalleled character customization, allowing players to create diverse and unique characters. The boon/bane system provides a streamlined way to handle bonuses and penalties, simplifying calculations during gameplay. The magic system allows characters to learn traditions of magic and then learn spells from within those traditions. Spells are divided into novice, expert, and master levels and have a flat number of castings, but can be learned more than once to gain additional castings. Finally, the initiative system, with players sacrificing reactions to act first, creates more tactical depth in combat.

Target Audience and Player Experience

The game is aimed at players seeking a streamlined and customizable alternative to D&D 5e while maintaining a d20-based system. It appeals to those who enjoy tactical combat and character building. The heroic fantasy tone makes it more accessible than the grimdark Shadow of the Demon Lord. Players can expect a flexible and relatively easy-to-learn system, with opportunities for creative character development. The game is designed for shorter campaigns of around 20-30 sessions, with a clear progression in stakes and scale over 10 levels. While it's easy to bring new players to the table, some may find the initial levels less engaging, the spell options may be interesting but not for everyone, and the lack of non-human ancestries in the core book may be limiting.

Shadow of the Weird Wizard logo

What do players think?

User reviews of "Weird Wizard" highlight its strengths as a versatile and polished RPG that builds on the foundation of "Shadow of the Demon Lord." Players appreciate its streamlined mechanics, which maintain complexity while enhancing gameplay, making it a great fit for fans of D&D 5e seeking a different experience. The setting is noted for being trope-y and usable, though some reviewers express concerns about a perceived lack of uniqueness compared to other fantasy titles. The game has received praise for its updates and artwork, but there are frustrations regarding the availability of non-human playable races and the need for additional companion books to fully explore the game's potential. Overall, while the game is still evolving, it shows promise and intrigue for both new and returning players.

Related TTRPG Games

Compare Shadow of the Weird Wizard with other great ttrpg games.

Knave logo

Knave

Knave and Shadow of the Weird Wizard both inhabit the realm of dark fantasy and explore similar themes of character customization and exploration-driven gameplay; however, they differ significantly in play style and mechanics. While Knave emphasizes a streamlined, rules-lite approach that prioritizes player agency and flexibility in character creation, Shadow of the Weird Wizard incorporates more structured, narrative-driven elements, featuring a unique system of exploration and dungeon crawling that weaves together thematic storytelling and distinct character roles. For example, Knave allows players to create characters with varied abilities from the outset, while Shadow of the Weird Wizard distinguishes characters through specific roles and abilities tied to the game's evolving narrative.

Mörk Borg logo

Mörk Borg

Mörk Borg and Shadow of the Weird Wizard share elements of dark fantasy and collaborative worldbuilding, but they differ significantly in play style and game mechanics. While Mörk Borg emphasizes survival through resource management and a bleak, old-school gameplay experience, Shadow of the Weird Wizard offers a more story-driven approach that focuses on exploration and narrative development, with mechanics that encourage improvisation and player creativity. For example, in Mörk Borg, players manage limited resources carefully to survive harsh conditions, whereas in Shadow of the Weird Wizard, players might be more focused on engaging with the world and creating unexpected outcomes through narrative choices.

Dungeon World logo

Dungeon World

Dungeon World and Shadow of the Weird Wizard share a fantasy aesthetic and an emphasis on collaborative storytelling, but they differ significantly in their mechanics and play style. While Dungeon World utilizes the Powered by the Apocalypse system, fostering a narrative-driven and character customization-focused experience through player-driven actions and consequences, Shadow of the Weird Wizard employs a more modular and rules-light approach that emphasizes exploration and combat dynamics, such as its unique spellcasting system that involves riskier decisions during gameplay.

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