Clash of Steel Playtest

Posted: 2025-06-19
Last Modified: 2025-06-19
Word Count: 1338
Tags: clash-of-steel playtest rpg

Table of Contents

On March 8, 2025 I ran a playtest of Clash of Steel from Zozer Games. Here are my (much delayed) playtest notes.

The Adventure

Taking a cue from one of the adventure seeds in the back, the adventurers start by witnessing five boys being flogged by the royal guards. A distraught old man reveals they are his sons, who approached the king to tell him their taxes would be delayed because some thing was killing their flocks of sheep. The king accused them of lying, hence the flogging.

The adventurers would then accompany the old man to Shepherd’s Hill, a tiny village from which they could mount an expedition. The thing turns out to be a Cyclops, whose lair is actually the entrance to an ancient crypt. I used the dungeon generation tools to create the crypt and populate it with mummies, skeletons, zombies, shadows, a wraith, and a vampire, not to mention treasure and traps.

On their journey back I planned an encounter with a bandit gang, most of whom were easily dispatched mooks.

The Playtest

The three players from my regular group chose from the pre-generated characters in the back of the book. Creating a character in Clash of Steel is not that hard but, not being familiar with the system, they went for the easier option.

The adventure went off more or less as planned … until the Cyclops. Its combat strength seemed balanced against three adventurers, but its natural armor made what I anticipated as a tough but short fight into a grueling slog. (Armor is rated in a number of six-sided dice, two in the case of the Cyclops; if either rolled a six, all damage is negated.) After barely defeating the Cyclops, the adventurers retired to the village (with its head) to regain their lost HITS.

On the second day, they tackled the creature’s lair and found the fissure that revealed stairs to the crypt. The crypt itself proved fairly easy, compared to the Cyclops. They dispatched some of the monsters with ease, eluded the traps, and found most of the treasure.

Since we were coming up on the three hour mark, the time we normally break, I decided to forego the bandit encounter. The players opted to hit the road immediately after conquering the crypt, bypassing the village and a second hero’s welcome so they wouldn’t have to share the loot. Thus ended the adventure.

Player Critiques

The players had the following criticisms:

GM Critiques

I also have a few critiques;

Conclusions

Despite the criticisms above I really like Clash of Steel; it’s a lightweight system for classic sword-and-sorcery adventure. Nevertheless its lightweight nature leaves many points where a GM or solo player has to house-rule for the sake of consistency, verisimilitude, or replayability.

Since I get the feeling the entire combat system has been balanced so as not to make 2d6 rolls irrelevant, I am loath to change the combat system as written. Instead I may work on giving players more combat options than “I attack the monster”, ranking monsters according to relative threat (taking Armor into account), and perhaps adding weapon buffs like “masterwork weapons” that maintain the mystique and danger of magic.

More than that would require greater experience with the system. I would like to understand why all combat rests on MIGHT (and HITS), whether the existing limits keep 2d6 rolls relevant, and how my house rules for banking and other things work in practice. A mini-campaign using Clash of Steel isn’t out of the question … if I can find willing players.