Whether your loyalty lies with the classic d20, the 2d6 system, or the innovative mechanics of Daggerheart and Draw Steel, a universal shadow looms over every tabletop RPG: the missing player. This perennial headache for Game Masters has disrupted campaigns for decades, but one legendary title found a way to transform this frustration into a functional mechanic.
Sword World RPG, the powerhouse that once made Dungeons & Dragons an underdog in Japan, features a robust system for converting absent players into NPCs. This allows the adventure to continue without skipping a beat. Despite its 36-year legacy, the game never received an official English translation—until now, thanks to the efforts of Mugen Gaming.
“It draws a lot of comparisons to the ‘Pawns’ from Dragon’s Dogma,” explained Shawn Davison of Mugen Gaming during a conversation with Polygon regarding the game’s Fellows System. This mechanic allows a hero to participate in a quest even when their player is away. Its roots trace back to the era of Japanese gaming magazines like Comptiq, where Group SNE—the game’s creators—published “replays,” or written accounts of their sessions. This culture evolved into a system where players would effectively mail their characters to one another to participate in various campaigns.
Through the Fellows system, a character is distilled into a simplified NPC profile. This “Fellow” possesses a set of signature actions—such as a specific strike or spell—accompanied by a characteristic quote for narrative flavor. Their actions are usually determined by a quick d6 roll, ensuring the Game Master can manage them effortlessly without getting bogged down in extra bookkeeping.
Notably, Fellows operate under a different set of rules than standard characters; they are essentially protected from death and cannot be directly targeted by foes. They are designed to be helpful companions that don’t steal the spotlight or break the game balance. Furthermore, the system encourages a social meta-game where players swap their heroes between different groups, sharing the tales of their exploits afterward.
Sword World is a product of necessity and fan passion. When the original publishers of D&D prohibited the sale of actual-play transcripts in Japan, Group SNE simply built their own world. This pivot led to the massive success of the Record of Lodoss War franchise, which has moved over 10 million units across various media. Meanwhile, the latest iteration, Sword World RPG 2.5, remains a juggernaut in Japan with over 400,000 copies sold.
The long wait for an English version was primarily due to intricate licensing hurdles between Group SNE and the media giant Kadokawa. Davison noted that the Japanese companies were likely cautious about international publishing ventures. The deadlock finally broke after a chance meeting at the SPIEL game fair in Essen, where Mugen Gaming’s expertise in localizing Japanese titles paved the way for a partnership.
Western players can expect a refreshing level of flexibility. Unlike the rigid class structures of some fantasy RPGs, Sword World utilizes an open multiclassing system. Players can allocate experience points to develop a diverse range of abilities, mirroring the character growth seen in classic JRPGs like Final Fantasy. This fluidity emphasizes group synergy, making every character build feel like a vital piece of the party puzzle.
Combat also leans into its JRPG heritage, utilizing a “rank” system. Front-line brawlers hold the vanguard while casters and archers provide support from the rear, minimizing the need for complex grid-based movement. While tactical options exist, the game prioritizes the “theater of the mind,” focusing on narrative action rather than precise positioning.
The approachable 2d6 engine is expected to launch its crowdfunding journey on Backerkit this May. While a definitive release date hasn’t been set, the team at Mugen Gaming aims to deliver the localized version roughly a year after the campaign concludes.
Source: Polygon

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