TLG 8015 Castle Keepers Guide

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TLG 8015 Castle Keepers Guide

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Product Type: Corebook

Format/Price: Hardcover, $39.95, 280+ pages

Written By: The Brothers Chenault with Casey Christofferson, James M. Ward and Robert Doyel

Ordering Info: TLG 8015, ISBN 978-1-929474-68-4

Release Date: 2010

OPEN FOR PRE-ORDERS


Whether you've playing for years, or just recently joined the Crusade the rules presented here will help you in both preparations for games to come and give you the necessary tools to deal with most any scenario that develops at the gaming table. We are roughly 8 weeks from completion on this massive project and are at last confident that it is taking a form and shape both structurally useful and meaningful, but yet one that does not interfere with the game you've been playing for so many years. Castles & Crusades' hallmark trait is its simplicity, derived from the very versatile Siege mechanic. The CKG reflects that game style and philosophy.

The Castle Keepers Guide facilitates the role playing experience. Packed with tons of useful data the book promises to be a staple at the gaming table. It covers a breadth of subjects rare in modern RPG books, from high level adventures, to weather; from cavernous deeps to setting a halberd for a charge; NPC role playing guidelines become easy in a multi-chart system that allows the CK to quickly track their reactions; movement over roads is simple but expansive, allowing the CK to determine speed and distance by the terrain, movement rate, and weather; alternative magic system and how to deal with character deaths. These are but a sampling of the subjects covered by the CKG.

With a wholly new approach to expansion rules, the CKG gives multiple approaches to dealing with the same problem, ranging from how to role play through it to more defined guidelines. Like Eli Whitneys interchangeable parts, each of these approaches to problem solving work in concert as the CK wishes. Using defined guidelines in one instance does not preclude using role playing in another. All the material is here for the CK and players to grasp; and for the CK to utilize at their own discretion.

A sample of what you will find in the CKG:

* Alternative methods of attribute generation

* The featured classes expanded to the 24th level

* Equipment: outfitting for a setting, saving throws, usage, costs

* Expansion on the Magic with components, spell costs, holy symbols, water, and more

* The NPC: how to run them, hire them, loyalty and more

* Monsters and Magic as NPCs

* The Crusade in the future: guns, canon and more

* The World Above: over view of outdoor campaigns

* The World Below: over view of underground campaigns

* The Characters, gaining levels, land and more treasure

* The Siege Engine, breaking it down for your table

* Character death. The end should not be the end

And so very much more . . . .

The CKGs design does not ram a whole barrel load of rule-sets upon the player and CK. Rather it gives everyone at the table more fodder for their role playing cannon.

The CKG is the perfect expansion to everyones table.
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Post by Troll Lord »

The cover here is a placement cover, it is a section of the screens we've temporally set on the site.

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Post by serleran »

Duhn duh dunnnnn
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serleran wrote:
Duhn duh dunnnnn

This book is driving me insane, organizationally speaking that is.

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Post by serleran »

Yeah. That's what makes it so much fun. What's a little sanity between friends?
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Post by Omote »

It might be driving uncle Steve insane, but it will be well worth it I'm sure. BTW, the placeholder above, even if the art isn't used, looks totally badass. I love the final decision to use the green and gold colors for this core printing.

GAME ON!

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Post by Treebore »

Go ahead and use that cover. The CK screen art doesn't seem to get nearly enough love.

So what part of summer you hoping to release this in? I hope before Gen Con. July would be sweet.
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Post by Rigon »

I tell ya, you damn Trolls are going to be getting a good bit of my money this summer.

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Post by Maliki »

Its almost here.
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Post by Coleston the Cavalier »

So, after the CKG comes, what will we be waiting for next?

Oh yeah, C&C: Basic Set!
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Post by Aladar »

Anxiously waiting......
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Post by Troll Lord »

Treebore wrote:
Go ahead and use that cover. The CK screen art doesn't seem to get nearly enough love.

So what part of summer you hoping to release this in? I hope before Gen Con. July would be sweet.

I love the screen covers! Couldn't agree with you more.

Gencon is my target date, with a little luck and love Troll Con. If I could release PH, 4, Gods and Monsters and CKG at Troll Con I would jump over myself.

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Post by Treebore »

Troll Lord wrote:
I love the screen covers! Couldn't agree with you more.

Gencon is my target date, with a little luck and love Troll Con. If I could release PH, 4, Gods and Monsters and CKG at Troll Con I would jump over myself.

Steve

I think a bunch of us would be passing out from disbelief.
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Post by Xaltotun »

I love the cover and the colors, but the font used in the text "Castle Keeper's Guide" is horrible, looks like the same old Copperplate that everyone's using. Please consider alternatives for that font, it looks really cheap and ugly.

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Post by GameOgre »

I don't care if its written on bark and wrapped in deer hide!! Just get it out!!
Besides the Bark and Deerhide edition would be highly collectable!
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Post by moriarty777 »

I just saw the latest press release talking about the new trade dress and... and an official launch date for the CKG -- GenCon!

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Post by serleran »

Makes sense. The Trolls need something major at the Con. Just wish I was invited.
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Post by Sundog »

Speaking in terms of pure aesthetics, I find myself agreeing somewhat with Xaltotun. The white title text is just a bit too "railway station". The new look books are something I will probably come to like over time, but I will miss the old parchment-look covers.

However, the meaty promise of the book has me dribbling heavier than a St. Bernard dog in a pie shop. Alternate magic, the NPC goodness (and the sneaks in Crusader just make the pangs worse), the wilderness and dungeon sections, breaking down the system, it's all very desirable.

I'm gonna have to put in ore overtime to afford everything I want this year. What with Troll Lords, and Mongoose with their new Traveller, I've bought more RPG stuff in the last twelve months than in the previous seven years!
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Post by Lord Dynel »

serleran wrote:
Makes sense. The Trolls need something major at the Con. Just wish I was invited.

Isn't everyone invited? Buy a ticket! Badge = Invitation!
Well, I'm invited, and I'll be there with some CKG goodness. Of course, I have to adjuest my "plan" to make sure I hit the TLG booth first...like I wasn;t going to already.
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Post by ozchandler »

I'll be at GENCON and can't wait to pick this up!!! The only complaint my group has ever had is there isn't an "official" skill system. I know the Siege system is suppose to suffice, but to my players it's never felt right. They've stated that once a "real" skill system is released, and not one tacked on, they'd want to play C&C again. Can't wait for GENCON and the CKG!!!

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Post by serleran »

Quote:
Isn't everyone invited?

No. Invited means paid for badge by the inviting company.
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Post by Lord Dynel »

serleran wrote:
No. Invited means paid for badge by the inviting company.

Bah! Then you just got to invite yourself!
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Post by Eisenmann »

I'm currently on a retro-clone kick and would love an insider's look at Siege and class creation. The retro kick comes in where I'd like to strip the classes down to barest essentials as a base for open customization and interpretation.

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Post by Troll Lord »

Eisenmann wrote:
I'm currently on a retro-clone kick and would love an insider's look at Siege and class creation. The retro kick comes in where I'd like to strip the classes down to barest essentials as a base for open customization and interpretation.

There's a whole lot of that in there. That is one of the sections giving me a headache, Davis rather combined the players end with the CK's end. It needs to be separated.

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Post by moriarty777 »

Troll Lord wrote:
There's a whole lot of that in there. That is one of the sections giving me a headache, Davis rather combined the players end with the CK's end. It needs to be separated.

Steve

Well... it *is* called the Castle Keeper's Guide after all. The way I see it, it's all good for the CK.
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Post by Eisenmann »

Troll Lord wrote:
There's a whole lot of that in there. That is one of the sections giving me a headache, Davis rather combined the players end with the CK's end. It needs to be separated.

Steve

Most excellent, Steve. The CKG went from being on my list to 'must have.'

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Post by Omote »

moriarty777 wrote:
Well... it *is* called the Castle Keeper's Guide after all. The way I see it, it's all good for the CK.

The latest advertising of the CKG in Crusader #18 does mention that there is plenty of material in there for players as well. So it looks like we might have to revisit the debate whether or not CKG is a good title for the book at all. Though. TLG Steve has mentioned in the past that the CKG title will stick due to distributer info already to them.

-O
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Post by moriarty777 »

Omote wrote:
The latest advertising of the CKG in Crusader #18 does mention that there is plenty of material in there for players as well. So it looks like we might have to revisit the debate whether or not CKG is a good title for the book at all. Though. TLG Steve has mentioned in the past that the CKG title will stick due to distributer info already to them.

-O

Just having a bit of fun there.
I think the book title still works very well since we are talking largely about a book of options are we not? What gets used from the book is likely to vary from group to group (given my earlier understanding of the tiered organization) but if we consider that the shape of a group's game tends to be shaped by either a group agreeing on optional rules or having one person having a final say -- the decisions are ultimately to manage one's game / keep. In that way of thinking, we can all be CK's -- GM's and players alike!

Ok... perhaps that was a bit cheesy but I hope you get my point.
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Post by Frost »

Even if it has stuff for players, I think it's good it's still called the "Castle Keeper's Guide." As an example, I liked that the prestige classes of 3.5 originally came out in the DMG. That implies that there inclusion is based on the DM's decision. Judging from what I've heard about the CKG, it will have lots of optional rules. Placing them in the CKG, rather than some players' book, sort of implies whether or not they are used is up to CK judgment. Granted, that should always be the case, regardless of the rulebook, but this sort of thing does help.
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