THE CASTLE KEEPER & the GAME Before
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PLAYERS HANDBOOK A Guide and Rules System for Fantasy Role playing by DAVIS CHENAULT & MAC GOLDEN COVER ART, INTERIOR ART, LOGOS, LOGO DESIGNS, AND LAYOUT BY PETER “20 DOLLAR” BRADLEY With Steve Chenault, Mark Sandy, Todd Gray and James M. Ward 5TH PRINTING EDITED BY: Steven J. Ege Eratta compilation assistance: Derrick Landwehr, Steven J. Ege, Joseph Hepler Contributions by: Casey Canfield, Casey Christofferson, Josh Chewning, Mike Stewart, Colin Chapman, Kenneth J. Ruch, William D. Smith and the Entire Castles and Crusades Society. With a special thanks to Derrick “Omote” Landwehr, JJ “CLG” Commisso, Brian Larson, Julia “Pixiebits”, Jack “Gronk” McCarthy, and Neil “the Shoveler” Madaczky For more information on Castles & Crusades, and related products or to Join the Castles & Crusades Society please contact us at: Troll Lord Games 1818 North Taylor, #143, Little Rock, AR, 72207 email at [email protected] on the web at www.trolllord.com or www.castlesandcrusades.com ©2012 Troll Lord Games. All Rights Reserved. Castles & Crusades®, C&C, Castle Keeper, SIEGE engine™, Troll Lord Games, and the Castles & Crusades, SIEGE engine, and Troll Lord Games logos are Trademarks of Troll Lord Games. All Rights Reserved. We offer this book as an ode to the years of fun in game and play and to the creative might and best of friendships bound within the very person of E. Gary Gygax, for whom none of what came before, nor any that must come after, would be possible. Thank you Gary. † ACKNOWLEDGEMENTS n the immortal days of our youth we found high adventure and fought many a campaign against all manner of villainy and evil. We slew dragons, Ibrought down corrupt tyrants, explored uncharted territories and freed the world of grotesque creatures of mythical proportions. We were heroes on a crusade. These youthful adventures were brought to us by Gary Gygax through the medium of role play and the fantastic game that made it all possible. We bring you our own game now, one that we hope captures those early days of grand quests and exploration. The Castles & Crusades role playing game pulls on those early experiences and makes them real again. First and foremost, we would like to thank E. Gary Gygax for sharing his wonderful vision with the rest of us. Without it, none would have followed. Our hats are off to you good sir. It is impossible to thank every person who has helped see this project through and ensure that it was finally completed. The Troll Lords are personally indebted to a great many members of the Castles and Crusades Society for such unflagging support and help over the past year. There are no words which can suffice to express our heartfelt appreciation. So let us just say Thank You! A SPECIAL THANKS TO Casey (Fiffergrund) Canfield, Josh (Cheeplives) Chewning, Mike (Sir Sieg) Stewart, Robert (Serleran) Doyel, Colin Chapman, Kenneth J. (Banabus) Ruch, Chris (epochrpg) Rutcowsky, Steve (Bloodymage) Willet, David (DCAS) Smith, David (Grubman) Bezio, Mark (Gutboybarrelhouse) Bittinger, Hiryu, Mike (Maharvey) Harvey, Gabor (Melan) Lux, J. Mance (Melkor) Haines , Robert (SirUlfric) Fisher, William (WDSmith) Smith Shotwick Manor De Equites Vulgaris John Behnken, Casey Canfield, Lorinda Sanford, Cindy Seiffert, Keith J. Mance Haines (CK), Zachariah (Beazt) Hardilek, Chris (Two-Fisted Seiffert, Rob Dingman, Kelley Garcia, Dave VanVessem, Scott MacMillan Monkey) Lee, William (Super Size My Ass) Clark Minion of Arioch Emerald Fire Kenneth Ruch (CK, Servant of Chaos), Maggie Ruch (Helga Heals), R. Mike (CK) Stewart, Elizabeth (Valeris) Stewart, Robert (Twiggy) Hall, Lee Crabtree (I’m not short I’m playing a gnome), Jesse Crabtree (I’m Nick (Swiggy) Nelson, Chris (Danger Ranger) Yard, Martha (You Dropped play testing for two), Mike Fowler (who Da Monk), Rex Soderquist (I This!) Yard, Rita (I’m praying not checking for traps!) Kelly, Chris (Mr. rolled a 1 again!) Dave Chismer (D man) D6) Walker, Koni (I’m a fairy darn it!) Woodruff, Allen (Always a Dwarf) Woodruff, Eric (Let ME open the door instead of the Thief!) Martin, Fellowship of Foragers Jennifer (Jayde) Hamilton, Heath (Lawful Good stinks!) Vercher Marv Breig (Finarvyn, Earl of Stone Creek), Alan Bean (glassjaw Captain Wee Willie) Anna Breig (Serendipity the Drow Druid), Dardrae Breig (Dante the Sapphire Rune Defiler Sorceress), Kaylina Breig (Kaywen the Elven Princess), Ryan Breig Jesse Hall, Vincent Watkins, Chris Hill, Edward Bromble (Rynolas the Elven Archer), Paul Luzbetak (Bastion the Acquirer), Kristina Kober (Trasen the Elven Valkyrie of the Venom-dagger) Southron David Lunsford, Tim McKee, Rand Hargrove Jackal’s Knights Joseph (The Jackal) Hepler, Krystyna (Lady Banshee) Hepler, Bryan Luddville Clark, Jason (Shag) Zeh, Justin (Violentzeh) Zeh Greg Geilman, Kara Geilman, Ray Quinn, Daniel Saldana, Ben Steele and Mary Watts Grubbys Gals David (Grubman) Bezio, Colette Bezio, Dana Cox Arch Fiends Lucias Meyer, George Albanis, Jeff Knight, Lauire Lesage-Knight, Lords of the Cup Joe Selby, Jeff Waltersdorf Steve Willet, Joe Costa, Mat Erwin, Grant Kopecki, Mike Peterson and Billy Vitro The Throng of Ten The Mad Trepekans Scott Moore, Tim Sullivan, David Wagner, Ed Bass, Cindy Moore, Mark Jason Coplen Golden WHERE ROLL PLAYING AND ROLE PLAYING MEET run my games fairly consistently. All of my games combine intense interaction between the players and myself with quick-moving, heart-stopping Icombats. These many moments, actions, and interactions must be woven together over a night’s play through exciting storytelling and player involvement. When the tale is woven tightly, emotions are awakened, creating unforgettable moods. This is where “roll playing” and “role playing” meet, and the result is an electrifying evening of gaming. Capturing a mood is difficult. It is a challenge to create the intricate interplay between a bartender who is bought and paid for by a thieves guild and a character seeking to pry information from him. The task involves descriptive text, acting, accents, and a great number of things. The sounds of sword clashing upon shield, of flesh and bone grinding against metal, all this against a background of a field awash in blood and combat are demanding to capture in narrative. How does one help players imagine the sound of a bow creaking as the arrow is drawn back? How does one make them fear that sound? The tale in the game must cascade over the players, engulfing them in a wash of emotions: fear, rage, courage, elation. Once you’ve captured everyone’s emotions, the game becomes pure fun, like a good movie – one where you forget you’re in a theater. The core of any game’s philosophy has to have the goal of creating and capturing a mood charged with excitement. Anything that detracts from that objective detracts from the game. How does one capture that mood? Foremost, the rules guiding game play must be easily understood. Ideally, the basic rules of the game should be easily grasped within about fifteen minutes. A player should be able to sit down with another player, create a character, and have the basics of the game explained to them in just that time. As a foundation, the rules must be kept simple and logical, easy to comprehend and easy to enact. Expanding the game comes later, much like adding stories to a building. Start with a firm, square foundation and everything else follows. The game must be adaptable as well. Gamers are diverse people, all with different imaginations, different tastes, and different desires. They all want to play a game that suits their tastes. Those playing should be able to add, discard, and change rules and ideas to fit their needs without worrying about the effects those changes have on the workings of the rest of the game. There should only be a few hard and fast rules. Everything else is extra. The main impediment to these objectives is an overabundance of rules. A glut of rules unnecessarily restricts the flow of the story, and even worse, the flow of the game. Rules do serve a purpose in that they codify actions and reactions during game play. However, rules can also impede the imagination. They can reduce the element of uncertainty and the emotions that come with it. They can describe too much and thus hinder the capacity for narrative development for all participants. At its worst, codifying too much into game rules reduces emotion and mood. This misses the goal of capturing the emotions of the participants, and thus you’ve lost the heart of the game! An efficient and concise set of rules allows for easy play and adaptability and is a necessary ingredient. A rules-light, adaptable game naturally engenders a gaming environment where one is bound only by imagination. When so unleashed, one can act without restraint to create a gaming environment that is fun for all. That is the core philosophy of this game just as it is the core philosophy of the original game. At its heart, it was intended to be a fun game to play and this game adheres to the same philosophy. Castles & Crusades is neither a realistic game nor a simulation but a fantasy game where imagination rules. LORDS OF THE REALM MERCHANT PRINCE MASTER OF ARMS Bryan Foster, Richard Kurtin, Matt Carlson Kyle dekker, Lloyd Rasmussen, Kevin Mayz, Tim Rudolph, Eric Townsend, Niels Adair, Dr Matthew Broome, Rian Sand, Nathanaã«L Terrien, Scott PALADIN Taylor, Sarah Devier, Todd Showalter, Rob Deobald, Tony Merlock, Luke Walker, Fredrik Hansson, Robert Miller, Shawn Penrod, John James P Walker, Aaron Wong, Vincent Ecuyer, John Appel, Morgan Hazel, Buck, Brian Scott, DeAnna Ferguson, Balandier Pierre, D Christopher Edwin Shahlnecker, David Nix, Vincent DiPaula, Derrick Landwehr, Jim Dawson, Frank Hart, Stefan Happ, Jason Paul McCartan, Trampas Kitchen, Thomas Putney, Walter Croft, Garth Elliott, Joshua Villines, Whiteman, D.