I've held off from doing much with
Swords and Wizardry so far. Sure, I went and downloaded both versions so that I could look through them, but hadn't really done much yet. Unfortunately, I finally caved in to the hype and took a bit of time to read the
White Box version.
Now, as I've noted, BECMI/RC D&D is my system of choice for an ongoing campaign and that won't change. I
do want a bit more crunch in my base rules, but RC still gives me all the freedom to house-rule as I see fit. I've never played Original D&D, and never have seen a real, live set of those little brown books. So, when I had just skimmed through S&W on other occasions, I just saw rules variation that I didn't get. They weren't quite "right".
This time reading through it, something was different. Maybe I just was looking at it with a different mindset, I don't know. But what I saw was really cool - the simplicity just kicks rocks, and I can totally see using White Box for one-shot and pick-up type games.
What's it got going for it? Well, simplified mechanics, mostly. The whole "all weapons do d6 damage" thing, a single saving throw, very basic monster stats, index card character sheets. I have to say that for these quicky games, I'll even use Ascending AC. It's pretty simple to understand and use on the fly.
I plan to put together a little gaming package in a digest-sized DayPlanner binder that I can take anywhere - vacation, camping and so on, so I can pick it up and play with the kids for an hour if it rains. The WB rules, printed digest size, a single set of dice, and some adventure stuff.
What I need to spend a little time on is the adventure part. I want to put together a small 'sandbox" style setting to include in the kit. A map of the PCs home base village and the surrounding area, populated with mini-dungeons and set-piece encounters that will be found as they follow rumors or just hex-crawl around the map. That'll be the most time-consuming part, but I think it will be worth it. Once it's put together, I'll be sure to share.