If you’ve ever wished for a TTRPG that feels both familiar and refreshingly different, Swords ‘N’ Stones (SnS) by Tim Posynick might be exactly what your table needs. Equal parts homage and reinvention, this system stands proudly on its own, even while nodding affectionately to games like AD&D, Knave, Shadowdark, and Index Card RPG. With SnS, you get a rules-light, yet personality-rich engine built around three pillars: Fantasy, Survival, and Adventure.
Here’s the link to Swords ‘N’ Stones on Itch.io if you’re interested.
Here’s the SnS website if you’d like to learn more.

A Welcoming Tone and Accessible Rules
Right from the opening pages, SnS makes it clear: this isn’t a game about rules lawyering. This is a game about getting weird, getting creative, and having fun. The tone is casual, full of dry humor and tongue-in-cheek commentary (think “not a rules lawyer” and “definitely shed tears..muhahaha”), which immediately sets the mood for a table that’s more interested in memorable moments than meticulous math.
The system is incredibly accessible, especially for new players. Characters are classless humans (sorry, no “Tieflings” this time), meaning every PC can pick up a sword, cast a spell, and use a healing stone if they want to. This flexibility encourages players to explore a wide range of tactics and personalities without being boxed in by rigid archetypes.
There are no naturally occurring humans in the world of Ambian. All of the humans are effectively Isekai-ed into the world, hence why your PC is a human. You can be a human from any time in human history, but you’re a human.

Character creation uses straightforward mechanics: roll d6s for your six core modifiers (STR, DEX, INT, WIS, CON, CHA), assign them as you like, and go. Armor and gear selection follow suit, with light random tables that inject flavor without bogging things down.
Combat With Consequences
One of the most striking elements of SnS is its approach to combat. Initiative is a per-round d6 roll to determine if you’re attacking or defending—no fixed turn orders, no long delays. This adds a layer of tension and unpredictability that keeps players on their toes. Combat rolls are resolved with opposed d20s, modified by stats and AC, and critical hits/fumbles are handled with cinematic flair.
PCs start with a modest 10 HP and no death saves—when you hit zero, you’re unconscious, and going negative means you’re dead. This keeps danger real and choices meaningful. It’s a design that rewards cleverness and storytelling over brute force.

Magic Is Mysterious (and Disposable)
Magic in SnS comes from Stones, arcane relics with one-off effects unless your character specializes through leveling. There are Healing Stones, Spell Stones, Stones of Wonder, and more, each with specific rules for use and identification. The system treats magic as rare and potent rather than rote, giving it a mythic feel. Spellcasting isn’t about building a wizard; it’s about finding the right stone at the right time.
As you level up, you unlock specialties (like Counterstrike, Ambidexterity, Stealth, and even Diplomat) which allow for deeper character growth without ever locking you into a rigid class.
A Setting That Leans Into Mystery
The world of Ambian is painted in broad, evocative strokes. You begin play by being pulled through “The Veil” from our Earth—Brooklyn commuters and all—and waking up in a mysterious new realm filled with strange bi-pedal species (Erufu, Dakru, Bakru, Chizaru, Darmandu, etc.). These beings aren’t just re-skinned fantasy races rather ithey come with distinct cultures, physical traits, and in-world tensions.
The idea that humans don’t belong here (and may be hunted or enslaved) adds a survivalist twist to the usual heroics. Your character is literally a Connecticut Yankee in Gondor. Your characters have been isekai’ed into what can only be described as the scariest social environment possible. LOL!
Setting lore is just enough to fuel imagination while leaving space for the Game Host (GH) to fill in the blanks. The introduction story feels cinematic—like a cold open to a Netflix fantasy series—and it does a great job of pulling players in.
DIY Energy and Modular Tools

You’ll find tables for gear, traits, spells, dungeon dressing, and solo adventures. It’s all delivered in an easy-to-digest format. Tim Posynick’s hand-drawn art and writing voice give the book a DIY zine feel that’s charming and earnest. It’s clear he’s not just creating a game, he’s inviting you into his headspace where rules serve play and not the other way around.
The solo play section and modular bestiary (with level-based HP and DC guidelines) make this a great toolkit for Game Hosts who want something fast and flexible.
Final Thoughts
*Swords ‘N’ Stones* is a love letter to TTRPGs that doesn’t get lost in nostalgia. It’s streamlined, creative, and deeply human in a way that many high-gloss systems forget. If you’re looking for a TTRPG that favors spontaneity over simulation, and stories over stats, give this one a serious look.
It might just be the stone you didn’t know you were looking for.
Thank you for being here with me today. I appreciate you. Keep it real, but please strive for positivity, too. Please embrace the things that bring you the most joy in your life.


Wow Im mean Wow Extremely generous and well written my friend. I am humbled beyond belief. I thank you from the bottom of my heart. Cheers Keep em rollin
GHTP … Tim Posynick Website = Swords ‘n’ Stones https://ghtpswordsnstones.wixsite.com/swordsnstones Instagram= https://www.instagram.com/ghtpsns/ https://www.instagram.com/ghtpsns/
FB = https://www.facebook.com/ghtpsns https://www.facebook.com/ghtpsns itch.io http://itch.io = https://ghtp.itch.io https://ghtp.itch.io
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