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Chronica Feudalis $10.00
Average Rating:4.4 / 5
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Chronica Feudalis
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Chronica Feudalis
Publisher: Cellar Games, LLC
by Justin P. [Verified Purchaser]
Date Added: 07/12/2011 19:28:31
An excellent game by Jeremy Keller, Chronica Feudalis is both an entertaining read and a fantastic system. This is one of those games that seems to straddle the line between 'story game' and 'traditional game' very well.

Chapter 1 - Imagine. This is your fairly standard introductory chapter that tells you the mechanics of the system and what you'll need to play. The writing here is pretty fantastic as the whole book is written from the point of view of a monk who is telling you about the game he and his brothers play. The system uses a die step system of Skill + Tool, which I found interesting. Someone could have Strike d6 and a Tool (Spear) d8 for their die pool. My only complaint is that it sometimes feels like the Tool matters more than the Skill and is far easier to raise/earn.

Chapter 2 - Create. Character creation is found here as well as Skill descriptions.

Chapter 3 - Play. This is where you get into the meat of the game. Aspects, Tools, Ardor, Sorcery and Witchcraft, Actions, Maneuvers are all found here.

Chapter 4 - Conflict. Combat is detailed out here, explaining the way a fight works and the different options when it comes to social combat. I was very happy that a social system was worked into this game as the whole tone of Chronica Feudalis seems to be less about the combat and more about the characters. This is not to say that combat isn't fun, just that it is nice to see good support for playing a courtier or charlatan instead of everyone being a knight in shining armor.

Chapter 5 - Explore. As I pointed out toward Chapter 4, the focus of this game doesn't seem to be about combat but the scenes and situations that the characters find themselves in. This chapter is all about putting those situations together. Building a setting isn't always easy but this chapter gives you plenty to work with and includes an example in the form of "The Banquest of Warwick Castle". Each step is covered here, from the Situation you decide to go with to the Setting to the Political Backdrop... While a small chapter, it is one heck of an idea farm.

Following the five chapters you'll find some appendices. Mentors, Antagonists, Animals, and so on, including a Character Sheet. Truly, everything you need to play Chronica Feudalis is found in these pages, which is a huge value for the $10.00 price tag. Jeremy Keller has definitely earned my respect and I will be watching what he decides to do next with eager interest.

Rating:
[5 of 5 Stars!]
Chronica Feudalis
Publisher: Cellar Games, LLC
by Simon S. [Verified Purchaser]
Date Added: 03/27/2010 03:06:06
A breath of fresh air. A simple system that trades rules complexity for imagination on the part of the players and GM. The skill system is simple, though perhaps too simple if you want a complex living world with crafting, starvation and other mechanistic things. Task resolution system is simple and unified - also check out the rules addition that simplifies the system even more. It is also a system that is easily expanded on with your own setting, though the default setting is based in feudal europe (setting is only superficially detailed).

uses a step-dice (pool) system which appeals to me without the numerous modifiers that ruined Savage Worlds (for me) and the Burning Wheel (not step-dice but dice pool). Mouse Guard was a touch too abstract for me but CF appeals more too me. Overall this is a game that I wished I'd come up with because it's how games that are meant to be rules light should be made.

Rating:
[5 of 5 Stars!]
Chronica Feudalis
Publisher: Cellar Games, LLC
by Megan R. [Featured Reviewer]
Date Added: 03/11/2010 09:07:53
The Introduction - or "Translator's Foreword" - sets the scene magnificently. This is not, we are told, a modern game of mediaeval times but a role-playing game written in mediaeval times by some monks seeking a pastime, an imaginative entertainment. This delightful conceit is continued throughout the entire book, complete with mediaeval-style illustration.

The first chapter, Imagine, describes what the game is about. Beginning with a series of pen-pictures describing dramatic scenes from mediaeval life, the author explains how a group of young monks play a game of 'Imaginings' wherein they pretend to be other people: a brave knight or a cunning thief, perhaps. They claim inspiration from David son of Arne and Gary of Geneva too (I wonder who they might be?), but now have decided to write down their own game. It goes on to explain the basics of the step-die mechanic, and how characters - 'protagonists' - are described by their Skills (with assigned die values) and looser descriptive Aspects, again with die values but which are made up by the players to describe what is special about that character rather than picked from the skill list. Backgrounds are an even looser descriptive tool and not quantified by dice, they serve to add flavour. Two pools of points are also assigned: Ardor (gained in adversity and used to add to die rolls) and Vigor (basically hit points). And each character can have Tools, items in his possession that assist him to do things. When you are going to attempt a difficult or dangerous action, you form a dice pool with the die type of the appropriate Skill, add the value of a Tool if applicable, and if you can see a way to do so, invoke one of your Aspects by spending an Ardor point and add its die as well. Then roll against a GM-set target, the higher the better.

The next chapter, Create, gets into character creation in detail. Once the focus of the game has been decided, each Protagonist's player needs to select three Mentors who influenced his early life... and from whom they learned at least some of their Skills. The Mentors can also bestow Tools as gifts. This provides an interesting instant background to a character - taught by a monk as a child in a noble household, perhaps, then trained by a soldier in the arts of war and maybe then falling into bad company and learning the skills of a thief. Plenty of examples are given, as are basic assumptions about all characters - you need to use Aspects of Backgrounds to counter them if you want to be other than of peasant stock or not to be a Christian for example.

NPCs come in different types, from those as well developed as any Protagonist, to the Simple - bit-part players who are merely capable of whatever it is that they need to be able to do. Mentors are a special case in point, as you need to know what skills they are able to teach. Of course, Protagonists can themselves become Mentors. The most developed NPCs are Antagonists, the major players whom the characters will meet - not necessarily in opposition, they could be allies. Animals are also dealt with here, then follows a detailed list of available Skills.

Next comes Play, a chapter in which the focus is on how the game is actually played. Naturally, much can be covered in simple conversation between GM and players. It's when someone wants to attempt a difficult or dangerous task, or one where the outcome is uncertain, particularly when someone else is acting in opposition, that the dice need to come out. The whole process, briefly touched on earlier, is gone into in detail, followed by the uses of Ardor and Aspects to influence the course of play. Then come sections on sorcery and witchcraft, and on curses - like any God-fearing mediaeval soul, the 'author' believes magic is probably the work of the Devil, but may well be real. So are diseases and sickness, the topic of the next section. Next character advancement - i.e. improvement of existing skills and learning new ones - is covered.

The normal progress of game play covered, the next chapter is Conflict. While the main focus may be actual combat, the game mechanics are designed so that any contest - be it with words, fists or edged weapons, or a chase - is handled in a common manner. The key factor is that one individual is attempting to outdo another. Naturally the rules get a bit more complex at this point, but they are well-explained and easy to follow. Combat is fairly straightforward. The rules for Parley are interesting, while role-playing of the arguments is still required the die rolls are used to determine reactions to what you say, how good a liar you are and the like, rather than as a substitute for actually having to come up with the points you want your character to make. Likewise, Subterfuge (or sneaky infiltration) still requires description of what the character is attempting before the use of die rolls to judge the outcome. With an example of prisoners sneaking out of captivity, it is no surprise that the Chase rules follow to wind up the game mechanics part of the work.

The last chapter is titled Explore and discusses the world in which the game is set and the sort of stories that can be played out. Some contemporary mediaeval issues are discussed to provide an historical backdrop, with the important note that the game is about the protagonists and their actions, not historical accuracy. Fascinating stuff, though - including why the College of Cardinals was established, the Order of the Hatchet, the Crusades and the long-running debate over whether Stephen or Maude is the rightful ruler of England. Whether your characters wish to get embroiled, or have such events as background, depends on the stories your group wants to tell. There are also ideas for the kind of locations available and some of the things that might be happening - or tasks given to the characters to undertake. This ends with an entire campaign concept ready as example or to be used in its entirety - a banquet at Warwick Castle where there's a lot more going on than dinner!

Appendices contain full details of a range of Mentors, of Antagonists for the banquet adventure and of animals that might be encountered in your travels.

This is a charmingly-presented simple role-playing game which holds together well, sound mechanically (provided you're not a rabid min-maxer!) and sustains the voice of a mediaeval monk throughout. Even the illustrations would not be out of place in a manuscript (although mediaeval manuscripts are more gaudy!). If your aim is a gentle game recreating the feel of the mediaeval world, this is a good place to start.

Rating:
[5 of 5 Stars!]
Chronica Feudalis
Publisher: Cellar Games, LLC
by Jimmy P. [Verified Purchaser]
Date Added: 10/15/2009 01:32:29
For quite a long time, I have been on a quest to find the ultimate gaming system. With this book in my collection, it seems like my quest is almost coming to an end. It's that good.

If you like a character creation system based on "lifepaths"; if you enjoy a rules light but effective system; if you like the idea of "aspects" à-là Spirit of the century; if you enjoy real-world medieval games; well this game might be for you.

At $10, there is no good reason not to pick up this game.

Rating:
[5 of 5 Stars!]
Chronica Feudalis
Publisher: Cellar Games, LLC
by Rob B. [Verified Purchaser]
Date Added: 08/24/2009 15:59:06
Positives:

1. Clever integration of step-die mechanics a la Earthdawn and aspect mechanics a la FATE/Spirit of the Century.

2. Mentor-based chargen replicates medieval cultural beliefs about education (i.e., superiority of ancients, learning by example). Also immediately generates 3 NPCs for plot hooks, character connections, etc.

3. Use of same conflict rules for combat, parley, chase, and subterfuge appreciated--but equally welcome are venue-specific guidelines for how conflicts play out differently in each of those four areas.

4. Excellent appendices providing sample stats for mentors and animals.

Negatives

1. Sample adventure feels too bare-bones. More guidance would have been welcome.

Overall Assessment

A wonderful game. Author says he plans on adapting it to other historical periods. I eagerly await the news that he has done so. :)

Rating:
[5 of 5 Stars!]
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