RPGNow.com
Close
New Account
 
  
 
 
You will lose your chance to get the free product of the week.
One-click unsubscribe later if you don't enjoy the newsletter.
Close
Log In
 
 Forgot password?
 

     or     Log In with your Facebook Account
Browse
 Publisher Info









Back
Castles & Crusades Castle Keepers Guide
 
$39.99 $27.98
Average Rating:4.5 / 5
Ratings Reviews Total
6 4
2 3
2 0
0 0
0 0
Castles & Crusades Castle Keepers Guide
Click to view
Castles & Crusades Castle Keepers Guide
Publisher: Troll Lord Games
by Shaun A. [Verified Purchaser]
Date Added: 09/13/2014 07:29:28
I should probably lay my cards on the table and say that I’m a huge fan of C&C, which to me captures the feel and flow of play of the original game without the clunky, sometimes confused mechanics, so it was perhaps inevitable that I was going to like this.

The presentation here is not as lavish as the latest (6th) printing of the Players Handbook, but it’s decent enough, and the same goes for the artwork.

Since one of the appealing things about C&C is that all you need to play is the Players Handbook rather than a small library of rulebooks, you may be asking yourself; why would I want this book?

Well, what you get here is not exactly an expansion of the rules, but a sourcebook full of ideas and suggestions that you might want to pick some ideas from to customise your game or setting.

There’s far too much in this book to cover in a review, a huge range of ideas are presented, covering things like additional character abilities, stats for height, weight, age, languages, literacy, guidelines for adding new races such as monsters as player races, variants on the standard character races, different approaches to spells, spellbooks, material components and holy symbols, mana points, vehicles, lodgings, and hirelings. There’s a chapter on world design, including discussion of such elements as climate, geography, weather, calendars, government, alternatives to the usual high medieval cultural setting such as Greco-Roman, Iron Age, Renaissance, or even Meso-American or Stone Age (and a later section even discusses futuristic and horror settings). You get discussions of fortresses, cities and smaller settlements including types of buildings, occupations of citizens, etc. There’s a chapter on dungeons and underground adventures including different types of caves, different sorts of rooms you might expect in an inhabited complex, lighting, visibility, different kinds of traps, etc. There are sections on air and water adventures, a chapter on mass battles (a recurring theme in C&C, perhaps a homage to the genres roots in tabletop wargaming), an extensive section on monster ecology, plenty of advice on designing and running adventures and campaigns, incorporating things like luck/fate points, skills, racial advantages, etc, etc…..

All of this consists of detailed, high quality, well thought out ideas, that will work well with the rule system, and how much of it you will want to make use of is going to be very subjective. I don’t think the idea of the authors is that anybody should just graft all of these rules onto their game, it’s more of a sourcebook that you can pick anything from that appeals to you and suits your setting, or just use as inspiration for developing your own custom rules. In fact, the whole book is rather like a compendium of the “Best of” house rules for C&C.

My only real complaint is that there is no indexing of the PDF, and the file is not editable so you can’t add your own bookmarks. This makes navigating it much more difficult than it should be, and is a pretty major oversight that affects the usability of the book, especially for reference purposes during a game.

Overall though, it’s a great addition to the C&C rules which anybody running a game with this system is likely to find useful, and is very much of the same standard as the Players Handbook in terms of the amount of thought and work that’s clearly gone into it.

Rating:
[5 of 5 Stars!]
Castles & Crusades Castle Keepers Guide
Publisher: Troll Lord Games
by David H. [Verified Purchaser]
Date Added: 03/24/2014 17:07:07
I am a huge fan of this book, it does a great job of kindling the creative fires and leaving room for a Castle Keeper to build his own campaign with the tools it provides. With each iteration the layout of the book improves and makes it easier to use at the table.
It reminds me of the olden days when my friends and I would sit around the kitchen table and spin yarns off the top of our heads using randomly generated maps. This book captures the feel of the older editions of the first fantasy rpg, but addresses some of the faults in its design.

Thanks Troll Lords keep the good work coming.

David Henley

Rating:
[4 of 5 Stars!]
Castles & Crusades Castle Keepers Guide
Publisher: Troll Lord Games
by Timothy B. [Featured Reviewer]
Date Added: 05/20/2013 12:30:55
It is often said that Castles & Crusades is the Rosetta Stone of Old School Gaming. It certainly is that, but there is a lot more going on here than just that. Castles & Crusades is very much a stripped down version of the basic 3.x SRD. As such there are lot of concepts that are modern including a one-roll mechanic for all sorts of situations. Though if that were all then there would be nothing separating this from say True20 or other "lite" d20 iterations. Castles & Crusades plays like good old fashioned D&D. The aesthetic here is 1st Ed. AD&D, with the simplicity of Basic era D&D. The concept is noble and one we see in many of the retro-clones. But where the clones attempt to use the OGL to make an older version of the rules, Castles & Crusades makes it's own rules and instead goes for the feel or nature of the game. So while you will see Thieve's abilities represented by percentage rolls in Basic Fantasy or OSRIC and as a skill in 3.x in C&C it will be a Dexterity check. Simple, elegant and easy. The Ability check, whether your abilities are Prime or Secondary, are a key element of C&C.

The Castle Keepers Guide is the guide for Castles & Crusades Game Masters. It is a massive book at 291 pages. There are some obvious parallels between this book and the immortal Dungeon Master's Guide, but I am going to focus on this text.
Part 1, The Character largely parallels the Players Handbook with advanced discussions on abilities, classes and races in Chapter 1. Magic is covered in detail in Chapter 2. Equipment is expanded on in Chapter 3 and non-player characters are discussed in Chapter 4.
Chapter 1 does give the CK more options than just what is detailed in the Players book. For example the 4d6 method is discussed among others. If you prefer the newer attribute modifiers; ie the ones from the SRD, 3.x where 18 grants a +4, then those are also discussed and how they might affect the game. Along with that abilities of 20 or greater (godlike abilities) are discussed.
For characters, more options are given and experience levels beyond what is listed in the Players Handbook, typically to 24th level.
Chapter 2 on Magic is a must read for anyone like me that loves magic using classes. In particular there lots of good bits on spell components and the prices of various items needed to research spells or make scrolls. The effects of holy ground on clerics is very nice to see.
Chapter 3 details a number of mundane and exotic items not found in the Players book.
Chapter 4 covers NPCs as allies, adversaries or as hired help.
Part 2 covers Worlds of Adventure, or how to build your own fantasy game world. Everything from how many moons, to average tempertures by month and zones is covered. Details you might not ever need, but here for your use when you do need them. I rather liked the large portion devoted to urban settings; something I feel gets shorted in fantasy games. Of course dungeons and other underground environments are covered. As well as air and sea adventures.
Other sections detail equipment usage, land as treasure (and running this land once you have it) and going to war.
Some discussion is had on Monster ecology as well. Trying to make sense of what monsters live in your world and why. The standard monsters from Monsters and Treasure are discussed with an eye to what they are doing in the world; what is their purpose and ecological niche.
Chapter 13: Expanding the Genre is actually the first chapter that attracted me to buying this book. On the outset it covers merging different times with your fantasy world. Say adding guns, Gothic Horror or Pulp Adventures.
Chapters 14 and 15 details some of the underlying assumptions of the SIEGE Engine rules powering Castles & Crusades. This chapter makes a lot more sense in retrospective of reading Amazing Adventures.
Chapter 16 talks a little more about treasure. Chapter 17 about combat.
Chapter 18 adds some secondary Skills to the game. Not needed to play, but certainly will add some more flavor. A Rogue that only steals magical items for example might have a need for Ars Magica.
Finally we end with Character Deaths and Fates.

Castles & Crusades is constructed in such a way that most of the information a Castle Keeper needs is in the Player's book. But if they plan on doing anything other than just dungeon crawls then Castle Keepers guide is a must have. Like the Players Handbook the layout and art is fantastic. I also could not help but notice some really nice pieces from Larry Elmore and Peter Bradley. Always a bonus in my book.

If you are a Game Master of any FRPG based on or around the d20 SRD then I would highly recommend this book. The advice is solid and the mechanics are so easy to translate that it hardly matters what game you are running, it will work with this.

Rating:
[5 of 5 Stars!]
Castles & Crusades Castle Keepers Guide
Publisher: Troll Lord Games
by Chet C. [Verified Purchaser]
Date Added: 02/18/2012 23:29:53
Someone has to say it: this is the game that D&D should always have been. If Monte Cooke and associates want a blueprint to follow, they could do no better than look at what C&C has been doing to solve various problems of rolegaming's past.

This book isn't the rules for Castles & Crusades, nor should it be thought similar to a DM Guide. This is, instead, many pieces of advice, alternate rules, and words of experience for tba GM. And every page is of value, nothing is wasted.

The art is beautiful, and there's not nearly enough. This book is a book that you want to never end.

Highly recommended, with three thumbs up!

Rating:
[5 of 5 Stars!]
Castles & Crusades Castle Keepers Guide
Publisher: Troll Lord Games
by Eric P. [Verified Purchaser]
Date Added: 05/05/2011 02:46:07
A very long time in the coming, but worth the wait. This is an exhaustive tome covering an incredible amount of material, from expanding classes, equipment, and dealing with such things as hirelings and so on. The real beauty in this book is that it is just as much a toolbox kit as it is a DMG type of book. It has multiple rule variants, giving alternate options to magic (mana points vs Vancian), wound levels, hit location, multiple critical hit systems, optional skills, optional feat-like abilities, alternate armor rules (ie armor doesn't add to armor class, it soaks damage, etc). You really can design your own game with this book. The optional combat manuevers are a cool tactical option as well.

So besides the standard gamemaster type of subjects you would expect, you also get a lot of stuff to customize the game to your liking. Castles and Crusades is a rules light game but for folks who want to crunch it up a little (or A LOT) can mix up a batch of homebrew goodness with what is in this puppy.

A classic!

Rating:
[5 of 5 Stars!]
Castles & Crusades Castle Keepers Guide
Publisher: Troll Lord Games
by Ronald B. [Featured Reviewer]
Date Added: 04/26/2011 09:13:26
If you want to tweak your C&C game, look no further than this book. Basically the Castle Keepers Guide takes a toolkit approach to modifying the Siege Engine. Much of the optional rules re-introduce elements of the full 3.x SRD, but the real beauty of the book for me is in the analysis of the game engine. Highly recommended for anyone interested in spicing up their C&C game.

Rating:
[4 of 5 Stars!]
Castles & Crusades Castle Keepers Guide
Publisher: Troll Lord Games
by Joey M. [Verified Purchaser]
Date Added: 02/28/2011 21:25:40
Like every one else I have been waiting a long time to get my hands on the CKG. I could not get in on the pre-order.

I really struggled with the idea of paying $32 for the PDF. In the end my better judgment lost and I got it.

After reading through it I have got to say Its a great book. Part DMG part campaign planner.

For me the expanded rules for character building is great. As well as options for fine tuning the siege engine to taste is great too.

My only complaint is the price really. Too much for a PDF. If this was any other book. And any other company I would never have paid so much. $20 or even $25 I would have not hesitated.

Rating:
[4 of 5 Stars!]
Displaying 1 to 7 (of 7 reviews) Result Pages:  1 
Back
You must be logged in to rate this
0 items
 Gift Certificates
Powered by DrivethruRPG