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It was a cold winter night when the grizzled dwarven fighter Zig Inzildun wandered into the tavern "The Crooked Blade". It had been twenty years since he had last adventured. An encounter with a deranged owlbear in the depths of Wigan Wood, and the horrid deaths of his comrades during that encounter, had deeply unsettled his nerves. He had subsequently pursued a more peaceful career as a stone mason in the dwarven city of Kharvun, safely hidden in the peaks of the Collain Mountains.
But the 'adventuring itch' was strong -- too strong for him to resist any longer. Two decades of stone masonry was enough. And so he left the halls of Kharvun, and returned to the town of Ysfael, to look for other adventurers and resume his stalled career. He knew that "The Crooked Blade" was a meeting place for the brave and foolish.
Ordering a pint of warm mead from the publican, Zig looked about the tavern. At a nearby table he saw two of the strangest individuals he could imagine.
There was a short fellow who looked like he might be halfling, albeit a rather emaciated one. Obviously the poor guy was not getting his daily six meals. Moreover, the 'halfling' had strangely long hair, dyed in four different colours, a silver ring dangling from his nostrils, a platinum ring hanging from his eyebrow, and was talking to a glowing pony beside him. From the few snippits of conversation that Zig overheard, apparently this pony could pop into existence whenever the halfling wanted its company. Weird. Listening some more, Zig learned that this bizarre looking halfling with the magic pony claimed to be some kind of paladin! Warm mead came spewing out from poor Zig's nostrils. Perversely fascinated, Zig listened some more. Apparently the halfling was hoping that he would soon be 'corrupted' so that he could then progress into some kind of 'prestige class' called a 'blackguard'. These 'blackguards', the scrawny halfling mused, had all kinds of interesting powers.
This was too much for Zig's poor brain to handle. But the creature beside the emaciated halfling was even more bizarre. She looked like some kind of strange mix of an elf and ... could it be? ... a red dragon! She was sexy and repulsive at the same time. Leathery emerald wings flapped behind her, and the faint scent of brimstone and perfume circled around her table. Listening to her talk, Zig gathered that she was some kind of sorcerer who had graduated to a 'prestige class' called a 'dragon disciple'. She seemed pleased about the fact that her life had become much easier once she had acquired something called a 'feat' that let her 'eschew material components'. Zig could not follow what she was saying at all, and had to wonder why the authorities had even allowed this beast into the town in the first place.
"Bleedin' freaks," muttered Zig to himself as he ordered three shots of strong dwarven whiskey, chugged them down in twenty seconds, ordered another pint of mead, and walked away.
At another table there sat three weary looking individuals. One was a halfling -- no doubt about it. The little guy had a bulging belly, was puffing away at an over-sized cork pipe, and was industriously polishing his lock picks. Beside him was a haggard-looking middle-aged human with a long dark robe. The guy was sucking some ale through his unruly moustache while thumbing through a thick tome covered in arcane symbols. Ah yes, thought Zig, a user of magic. Also at the table was a comely maiden dressed in chain mail, sipping slowly from a delicate glass of elvish wine. Around her neck hung a golden necklace that displayed the symbol of Amithos, the sun god. She was clearly a cleric -- and a rather attractive one at that (despite the absence of a beard).
"Ahhh ... true adventurers," murmured Zig to himself, "and adventurers in need of a fighter!" He walked over to the group and introduced himself...
The 'Big Picture'
"Castles and Crusades" is a new fantasy role-playing game produced by Troll Lord Games. (The name is an homage to the original "Castles and Crusades" society, established in Wisconsin in 1969, out of which the games Chainmail and eventually Dungeons and Dragons emerged.) The [U]Players Handbook[/U] is a 128 page hardback that includes all the 'core rules' for the game, though not all the rules you need to play, as there are no monsters included.
Anyone familiar with any edition of Dungeons and Dragons will find much that is familiar in Castles and Crusades. The players make 'player characters' (PCs). This involves rolling up six ability scores (strength, dexterity, constitution, intelligence, wisdom, and charisma), choosing a race (from 7 options) and a class (from 13 options). The campaign is managed by a game master called a 'Castle Keeper' ('CK' for short). None of this will be shocking to readers of this review.
One thing it is important to know about Castles and Crusades, though, is that it is aimed at a specific audience. It will appeal only to players who want a 'rules light' system (e.g. no feats, skills, attacks of opportunity, and so forth -- although, as I explain later, some of these features can be added to one's C&C game as options) and/or a game with an 'old school' feel (i.e. clear and definite class 'archetypes', an emphasis on diverse character types working together in order to survive and succeed, and so forth.). C&C is not meant to be a 'rules light' version of d20. Nonetheless, it is a 'rules light' game, and I think that it can appeal to people who want a rules light game very similar to, and compatible with, d20 material.
So if you like detailed, tactical combat, lots of feats, skills and prestige classes with which to 'customize' your PC, easy multiclassing and characters who can be competent at any task (with appropriate multiclassing, feat and skill choices, etc.), and so forth, then C&C simply will not be your cup of tea. If, on the other hand, you want a fast paced FRPG that facilitates house-rules and makes playing with a minimal amount of prep work possible, then C&C might be just what you are looking for. In short, C&C is a fantasy role-playing game for those who want something lighter, faster, and more 'classical' in feel than 3E D&D.
The Core Mechanics
The game draws on all versions of Dungeons and Dragons, and with some adjustment, can easily be used with materials from all editions. It uses the "d20" mechanic to resolve all tasks (combat, etc.), and like 3E D&D, "high is always good" (e.g. C&C armour class numbers and 3E armour class numbers are equivalent).
It is a 'rules light' system, at least relative to the various editions of D&D, but aspires to be as flexible as possible given its 'rules light' nature. In these respects, it succeeds to an admirable degree. I would say that C&C is, roughly, 90-95 percent compatible with pre-3e material (you can 'convert on the fly' by simply changing the ACs); and 75 percent compatible with 3e material (you can usually 'convert on the fly', but certain multiclass combinations or feat abilities may require some thought, and higher level adventures and monsters will need to be 'toned down' somewhat).
In terms of mechanics, here are some of the essential points:
(1.) The game plays as quickly and easily as OD&D. In fact, it is faster, as everything is based on the same d20 + Attribute Modifier + whatever bonus, rule.
(2.) It is not a tactical game. There is no need for battlemats and figures. The combat rules are fast and dramatic. Hence there is no need to worry about 'Attacks of Opportunity', and similar things. (However, you can add more complex rules for combat -- if you want to. I discuss the modularity of C&C more below.)
(3.) Although as simple and as fast as OD&D, it presents you with the same options in terms of race and class as 3E D&D. Whether a dwarf can be a wizard is entirely up to the GM, and the nature of her campaign world. Similarly, as in 3E D&D, there are no level limits.
(4.) Each Attribute has its own value for saving throws. This is one of two areas in which C&C is arguably 'more complex' than 3E D&D. However, the advantage of this approach is that each attribute is important -- there are no obvious "dump stats" in C&C, regardless of the PC's class.
(5.) Primes. A given character has a couple of Primary Attributes, and the rest are Secondary.
Since it is so essential to the system, it may be worth saying a few things about the "Prime" system. Roughly speaking, a "prime" is an ability score (e.g. strength) with respect to which your character is especially trained or skilled. For example, two characters with 18 intelligence are both geniuses, but the character who chooses intelligence as her prime is also well educated and capable of using her "genius" ability with precision, whereas the character with 18 intelligence who does not choose intelligence as her prime is an "untrained" genius. It may be convenient to think of primes as "skill bundles" -- characters who choose dexterity as their prime are trained in "dexterity-related" tasks. At least this is how I understand the system of "primes".
One prime is determined by the character's class. A second prime is chosen by the character (to represent, on my view, the "preadventuring" interests and training of the character in question). Humans get to choose a third prime -- this is the mechanism to balance humans with the various special abilities of nonhuman characters in C&C.
The base target number for any Attribute check or Save involving a Primary is 12. The base target number for any Attribute check or Save involving a Secondary is 18.
Those are the numbers you must beat to succeed, so you roll: d20 + Attribute Modifier + Class Level - any penalty assigned by the CK due to task difficulty. Beat the number required by your Attribute's status, and you succeed. The Class Level is added only to tasks involving a class-related ability. So a rogue would add her class level to her attempt to climb, whereas a fighter would not (and in fact, a fighter could probably not even try to climb an especially sheer wall, at the CK's discretion).
Alternatively, you can understand the Prime as giving the PC a +6 bonus to any tasks involving that attribute. Indeed, this is probably a more intuitive way to understand the system, at least for those people familiar with 3E D&D.
Attribute checks are also used for saving throws, as follows:
Strength: Paralysis & constriction
Dexterity: Breath Weapon & Traps
Constitution: Disease, energy drain, poison, or breath weapon
Intelligence: Magic/illusion
Wisdom: Confusion, gaze attack, petrification, polymorph
Charisma: Charm, fear and death attack
So that is the core mechanic for C&C -- the "SIEGE engine", as the folks at TLG call it (for reasons that are unclear, aside from the possibility that 'SIEGE' just sounds damn cool).
The game gives players a great degree of latitude in determining precisely how to employ the SIEGE system in their games. For example, while attribute checks are used for all saving throws, the extent to which they will be used as a de facto skill system, or used to determine the success/failure of various tasks in general, is really up to the group in question. So C&C can accommodate, for instance, both groups who feel that social interactions should be resolved by ‘skill rolls’ (e.g. one should roll to see if the PC can convince the bartender to serve the party another round of ale), and groups who feel that social interactions should be resolved by roleplaying (e.g. the CK should decide, based on the player's attempt to convince her through roleplaying, whether or not the character succeeds at the attempt). In my own games, we have been using the system of Primes as a 'skill bundle' system -- a character who chooses, say, charisma as one of her 'primes', is skilled in most 'charisma-related' tasks (e.g. diplomacy, bluffing, etc.). Of course, special class abilities based on an attribute would not be available to the character in question unless she belonged to that class.
There are other, minor aspects of the game that are quite novel (for instance, its innovative and simple rules for encumbrance), but I will not delve into them here.
Races and Classes
The races in the C&C PHB should be familiar to anyone who has played any edition of D&D. We have humans, dwarves, halflings, gnomes, elves, half-elves, and half-orcs. There are no surprises here, though a few aspects of the C&C interpretation of these canonical races warrants mention.
As presented in the C&C PHB, halflings are definitely hobbits! There is no taint of 'kender' or 'small gypsy folk' here. Halflings are chubby, like to live in holes, and smoke pipeweed. More innovative is the C&C take on half-elves. Every half-elf PC must decide which parent race is 'dominant': the elf or human parent. Based on that decision, the PC gets different abilities. (There is perhaps a small Tolkien influence here. According to Tolkien, half-elves could decide to be 'of Men' or 'of Elves'. Elros, the first king of Numenor, chose to be 'of Men', and thus lived a mortal life, albeit one that lasted 500 years, whereas his brother Elrond chose to be 'of Elves', and eventually became the Lord of Rivendell that we all know and love. Of course, the C&C half-elf is somewhat different from those found in Middle-earth, but there is a certain similarity here that I find charming.) Finally, gnomes are woodland creatures skilled with illusions. They are not 'tinkerers' or 'madcap inventors'.
The classes in the PHB will also be familiar to players of OAD&D and 3E D&D. Here is a list of the classes (with prime attributes for each in parentheses): fighter (strength); ranger (strength); rogue (dexterity); assassin (dexterity); barbarian (constitution); monk (constitution); wizard (intelligence); illusionist (intelligence); cleric (wisdom); druid (wisdom); knight (charisma); paladin (charisma); and bard (charisma).
Again, while many of these classes will be readily familiar to players of various editions of D&D, and especially OAD&D (e.g. the rogue is pretty much the 'classic thief' from OAD&D, rather than the 'sneak attack commando' of 3E), there are some interesting -- and in my view generally positive -- twists here. For example, the ranger, paladin, and bard classes do not cast spells. Rather, the ranger is presented as the ultimate 'outdoorsman'. The class has many special abilities and skills that reflect this archetype, and thus there is no need for the him to have superfluous spellcasting abilities. Similarly, the bard resembles a Nordic skald more than the minstrel/pseudo-spellcaster found in other versions of D&D. More specifically, the C&C bard is quite skilled at combat (she gets a d10 HD for example, and the second best combat progression rate), and uses her songs and chants to inspire greatness in her compatriots, demoralize or fascinate opponents, and so forth. It is also worth mentioning that the monk is a real 'warrior' in C&C -- he gets a d12 HD, and a decent combat progression. Similar 'interesting twists' can be found in the other classes (e.g. the knight and illusionist classes).
The spells of some of the classes definitely invoke elements of the earlier editions of D&D. For example, there are no first level healing spells for druids aside from 'goodberry' (as 'cure light wounds' is once again a second level spell for druids). Similarly, a number of the spells on the wizard's list are once again quite risky in nature. The subject of a haste spell will age one year and might suffer permanent health damage! And only the truly desperate will use the teleportation spell without very careful preparation. These features of the spells in C&C all help to capture the 'old school' feel of the game, and also go a long way in keeping magic interesting and unpredictable. But like so many other aspects of C&C, this feature of the game is eminently tweakable: a group who prefers 'safer' magic could substitute the SRD spell descriptions for some spells without harming the system as a whole.
Hence while most of these classes will be familiar to players of various versions of D&D, C&C has put its own, and in my opinion quite flavourful, twist on many of them.
However, there is one glaring omission in the rules that I need to mention: the absence of any rules concerning multiclass characters. While using the OAD&D (pre-3E) rules for multiclass characters should work fine, the failure of TLG to include these rules is a major shortcoming. This is especially the case for smaller groups that lack a sufficient number of players to cover all of 'the essentials' in terms of class abilities. While it is possible to argue that this omission does not mean that the rules are 'incomplete' -- after all, the Rules Cylcopedia version of D&D included no rules for multiclass characters -- it will definitely irk players used to AD&D and 3E D&D. However, TLG appears eager to address this problem, and has promised to post multiclass rules at their website in the near future, and these rules will definitely be included in the upcoming Castle Keeper's Guide (and hopefully future printings of the PHB).
Style and Presentation
The quality of the art in the PHB is rather impressive. The cover picture is very striking, and really sets the mood for the game. Inside the book, the following illustrations especially stand out: cleric (p.23); knight (p.25); paladin (p.27); barbarian/fighter (p.42); wizard (p.64); druid (p.80); battle scene with giant (p. 117); and fighter/rogue (p.126). Some of the other pictures are only 'average' in terms of quality, in my opinion, but there are definitely no 'clunkers' in the book. Moreover (and perhaps more importantly), Peter Bradley's artwork does a very good job in helping to establish a unique 'feel' or 'look' for the game.
The formatting is less than perfect. For one thing, the margins are slightly too small, and there is not enough space between the different sections of the rules. I would have preferred a smaller and clearer font (say, a size 10 Arial) with slightly larger margins, and clearer breaks between sections. Still, these are very minor quibbles -- almost not worth mentioning. More irritating is the lack of an index, although the table of contents is reasonably comprehensive.
In terms of writing, I found a number of annoying grammatical and even spelling errors that a decent edit should have caught. (Indeed, a simple spell check program should have prevented most of the spelling errors.) Also, the word "penultimate" is misused at least twice (a personal pet peeve of mine). The section devoted to the "Castle Keeper" (where basic advice on running adventures and campaigns is given) is rather poorly written in a few places. While the advice is generally quite good, much of the discussion is rather repetitive, and employs a number of overly long sentences. Many of the sentences should have been broken up, or at the very least 'cleaned up' through the use of commas and semi-colons.
One example: "Deviating from the rule set can be both challenging and fun but attention must be given to keeping a certain level of consistency in the play so that players can make well informed judgements that have consistent potential results and so that they have an understanding of the game allowing them sets of expectation for particular actions." (From p.103.) This sentence is way too long. Moreover, it fails to include a SINGLE comma (there should be at least three). And its content is unnecessarily repetitive ("...allowing them sets of expectation for particular actions" merely restates the point already made by "have consistent potential results"). Moreover, it is grammatically incorrect. There are a few other sentences like this one in the CK section. Fortunately, though, this is not really an important section, rules-wise, and these problems do not in any way undermine the playability of the game, or the intelligibility of the rules. Nonetheless, they will hopefully be cleaned up in future printings.
Overall, I think that the book looks beautiful, and is generally easy to read and understand. But the problems I just mentioned -- and the lack of an index -- prevent this book from getting a "5" in terms of presentation.
Positive Features of C&C
So, based on my reading of the PHB and three play test sessions of C&C, what reasons can I give you to play this game? Well, here are seven off the top of my rather pointy head...
A. Faster Prep Time
Because it is a 'rules light' system, it does not take a considerable amount of time to write up stat blocks for monsters and NPCs in C&C. Moreover, the CK will less often have to look up rules to cover unusual situations in his or her games, as the rules that cover all situations are more general in nature. And if unexpected situations emerge during play, it is easy for the CK to draw on C&C's streamlined mechanics in order to improvise a needed NPC, or resolve a particular task or challenge. In short, the mechanics of C&C facilitate 'structured' CK improvisation during play.
B. Faster Play
The game plays much more quickly than 3E D&D -- especially combat. I have run two 3E D&D campaigns (each lasting almost a year), and have tried C&C three times. There really is no comparison here -- it is possible to get through, on average, at least twice as much ‘adventuring’ in a C&C game than it is in a 3E D&D game. It you have a busy schedule and can only squeeze in the occasional session of gaming, or just like a brisk and dramatic pace to your games, then this feature of C&C should appeal to you.
C. Rules 'fade into the background'
Because the core mechanics are so streamlined, the game flows very quickly, and rules questions do not emerge as often during play as they can in other, more complex FRPGs. As a result, everyone at the table can focus on the adventure that is being played, rather than figuring out whether 'doing x will provoke an attack of opportunity', or whether 'spell effect y stacks or does not stack with modifier z'. Of course, this means that the system for resolving tasks and conflicts is more abstract in C&C than it is in, say, 3E D&D. Whether this trade-off is worth it will depend on what you want in your gaming sessions.
D. No Need for Miniatures
It is very easy to run C&C combat without the use of miniatures and battlemats (but of course you can use them, if you want!).
E. Modularity
The C&C system gives players a very clear rules structure onto which they can add new rules as they like without 'breaking' or 'unbalancing' the system. The forthcoming Castle Keeper's Guide will include a number of such optional rules, but it is easy to see how the system can be readily altered just by looking at the PHB.
For example, if you are a fan of the optional skill system included in the 'Rules Cyclopedia', you can port it into C&C wholesale without a hitch. Or say you dislike the attribute bonus system used by C&C (where scores of 13-15 get a +1 bonus, scores of 16-17 get a +2, and scores of 18 get a +3). Well, if this progression annoys you, and you prefer the 3E D&D system, you can simply replace it with the 3E system without any problems (the game will remain balanced, so long as you use the 3E ability score modifiers ‘across the board’). As for feats, well, if you want them, you can add them to C&C (either in part or in whole), and in fact many C&C players have been doing this. More generally, C&C is designed to be modular -- you can add certain rules to the system without 'breaking it' (e.g. feats but not skills, or vice versa; more tactical combat; etc.). (Of course, if you want to add everything that 3E has, then just play 3E, as C&C is obviously not the game for you.)
F. Compatibility With All Editions of D&D.
As noted earlier in this review, the simple mechanics of C&C render the game broadly compatible with all editions of D&D. It is easy to convert pre-3E modules 'on the fly' (simply change the ACs by subtracting the original AC from 20, and determine whether the monster's 'good saves' are 'physical', 'mental', both, or neither). Converting 3E modules will sometimes require a bit more work. It should be easy to ignore most skills and feats, though some might have to be reworked as 'special abilities', and because the 'power scale' is lower in C&C, you will probably have to tone down some of the tougher monsters (HD 10+) and higher-level NPCs. Overall though, if you are reasonably familiar with both systems, using 3E modules with C&C should not be difficult at all. And as for campaign settings, the 'rules light' and 'old school' nature of C&C make it an especially appropriate system, in my view, for settings like Blackmoor and the Wilderlands. The fact that the C&C rules facilitate a brisk -- what I would call 'cinematic' -- pace suggest that the system might also be suitable for settings like Eberron or Hyboria. Finally, if you have copies of some old 'Old World' or 'Mystara' products lying around, like the classics 'The Grand Duchy of Karameikos' or 'Dawn of the Emperors', break them out! You can use them 'as is' with C&C.
G. Future Support.
Right now you can download some free pdfs for C&C form the TLG website. There is a character sheet, a free adventure, and 25 sample monsters available. In the near future, a volume called 'Monsters and Treasures' will be published, as will a 'Castle Keeper's Guide'. It is important to note, though, that the CKG will be purely optional -- it will not be needed to run a C&C campaign. Rather, the CKG will include a number of optional rules (e.g. a skill system), as well as advice for CKs on how to design adventures and run their campaigns.
Additional future products include a published version of the original 'Castle Greyhawk' by Gary Gygax (renamed 'Castle Zagyg', and to be published in a series of modules); a number of other modules; a fantasy adventure magazine in the style of the early 'Dragon' called 'The Crusader' (the first issue of which has already been published, and includes articles by Darlene of ‘Greyhawk map’ fame, Rob Kuntz, and others); and possible additional products from other companies. In short, it looks like TLG is strongly committed to supporting this game over the long haul.
Conclusion
As I stated earlier in this review, Castles and Crusades is NOT for everyone. It will not appeal to gamers who like intricate and detailed combat systems, or who demand a lot of 'crunch' in order to customize their characters . Rather, C&C is targeted at people looking for a 'rules light' FRPG and/or a FRPG with a definite 'old school' or 'classical' flavour. Moreover, the system has been designed to be modular in nature, so it encourages the use of house rules and variants. Hence it should appeal to people who like to tweak the rules in order to suit their own campaign settings or views concerning a particular class or race. If you fall into any of these categories (or, like me, all of them), then C&C is definitely worth checking out!
Notes
1. Free downloads (including errata) can be found here: http://www.castlesandcrusades.com/castles_and_crusades_role_playing_game.htm
2. If any 3E players were offended by my preamble, please note that you should make a skill check now, namely: knowledge (humour). (Not that the preamble was necessarily funny -- it probably wasn't. But that clearly was the intent. I try, oh how I try...)

