Swords & Wizardry has a few things in it I don't really like about it (although it's going by how the actual, original, rules were): turns, and spellcasting (which I can't seem to figure out). Turns in Swords & Wizardry take up ten minutes of time, and basically govern how, you, the DM tracks time: I've never liked this in roleplaying games, since I like the freedom to basically create whatever I want (that's why I don't like Dungeon World: because there's a certain way you have to create, I like creating my own way!) Of course, that's what Swords & Wizardry, other retro clones, and the original games themselves, are known for, but they still have some awkward rules in gameplay.
And spellcasting is really confusing to my opinion: they only have one list that says spells, and then they use the standard: memories spell from spell book, use slots, cast spell, etc. But they only have one chart! How am I supposed to know about any of the other spell statistics if they don't talk about them?
Well, anyway, it's a good game overall if you like creating instead of slavering at huge libraries of rules trying to read the whole core rulebook to know everything (which I also like, you know, to know all the rules, but I fail pretty bad at that!) Since everything is up to you basically!: The DM!
I am also going to have one word of the day for each of my following blog posts from my language: Baracish (yes, I changed back from Baracish Fridur to Baracish). This language is the Human Common Speech of my world. I might later add a detail of the grammar of Baracish, but right now I just want to start out by simply talking about one word:
Darnanc: Félt bolgad unotr a cen.
Definition (darnanc): A feeling (félt) of happiness (bolgad) in another thing (unotr a cen).