| C&C: Castle Keepers
Guide |
 |
 |
| Check out the rest of the product line! |
|
|
 |
| Castles & Crusades Resources: |
|
|
|
| Castles & Crusades:
Castle Keepers Guide |
 |
Product Type: Corebook
Format/Price: Hardcover, $19.95, 225 pages
Written By: Davis Chenault Ordering
Info: TLG 8015, ISBN 1-929474-68-4
Release
Date: TBA |
 |
 |
| Product Description: |
 |
Alea Iacta Est - The die is cast!
Is your game in need of more structure? Do you like details? Are
optional rules and variations for your Castles & Crusades game and
absolute must? With the Castles & Crusades Castle Keeper's Guide,
all you questions will be answered and desires fulfilled. This tome
explores a vast array of new possibilities, options, variations
and much much more. Combined with the Castles & Crusades Players
Handbook and the Monsters & Treasure
guide, the Castle Keeper's Guide will truly give those playing games
of Castles & Crusades a complete mastery of their game and manners
in which to develop it.
This is the third core book in the Castles & Crusades role playing
game system. It is not necessary to purchase this item to play a
rewarding game of Castles & Crusades, however, the Castle Keeper's
Guide allows players and Castle Keeper's alike to develop and grow
their game's mechanics in any direction they choose. It is bound
to become an invaluable resource for inspiration for all who play
Castles & Crusades.
The Castle Keeper's Guide focus' new discussions to serve the didactic
purpose of deepening both the players and Castle Keeper's knowledge
and understanding of the concepts and design elements of Castles
& Crusades in order to allow all involved to create play unique
to each gaming group through rules manipulation. It is a house-rulers
dream come true.
- There are variations on the standard classes, new classes and options for creating new classes.
- Alignment is discussed and variations on alignment use, including dispensing with it altogether, are presented.
- The attribute system is broken down and the SIEGE engine examined in detail allowing the development of many variations and levels of complexity without changing the basic mechanic.
- Multi-classing and dual classing options are presented.
- Non-player characters and 0-level characters are examined.
- Monster development and attribute association are presented. Monster hit dice variation is discussed. As well, monster class development is presented with examples and samples abounding.
- Dungeon design and their ecology are discussed. Towns, cities, regions and their population are examined.
- Rules for large scale warfare are presented.
- Genre rules are discussed and presented including pulp, science fiction and horror (though not romance).
This is but a small sample of what can be found within the tome. Much much more is covered. So if you find your game in need of more rules, variations on rules or just a little spice, this is the book for you.
|
 |
|