New aspiring Castle Keeper

Open Discussion on all things C&C from new product to general questions to the rules, the laws, and the chaos.
Post Reply
User avatar
Edsel
Henchman
Posts: 3
Joined: Tue Dec 16, 2014 7:44 pm
Location: Oklahoma

New aspiring Castle Keeper

Post by Edsel »

Due to the Aihrde Kickstarter I have gotten involved with C&C. My first RPG experience was with D&D way back in the late 1970s. C&C has awakened in me nostalgia for those bygone days. After getting in on the Aihrde KS I took advantage of the Troll Lord Christmas sale to order the 6th Ed Player's Guide and the Monsters & Treasures books (I have the PDFs with the hard copies in transit).

I noticed that my FLGS has a hard copy of the Castle Keeper's Guide, which seem to otherwise be OOP. My question is this: Since the Player's Guide was recently reprinted in the new edition are there plans for a new edition of the Keeper's Guide? Assuming that there is I guess I should wait for the new edition.

What does the Keeper's Guide add to the game? Can a beginning campaign be run without it?

I just hope that sometime in the foreseeable future I can get my local group interested enough to let me run a game. However there are private obstacles that will prevent me from running anything for about 6 months to a year.

Treebore
Mogrl
Posts: 20660
Joined: Mon May 01, 2006 7:00 am
Location: Arizona and St Louis

Re: New aspiring Castle Keeper

Post by Treebore »

The CKG is getting a new printing, in full color, as part of the "3 Sisters" KS.
Should be coming out in a month or two. As for what is in it? All kinds of stuff, optional rules, lots of things.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.

Treebore
Mogrl
Posts: 20660
Joined: Mon May 01, 2006 7:00 am
Location: Arizona and St Louis

Re: New aspiring Castle Keeper

Post by Treebore »

Oh, and nothing in the CKG is needed. I ran C&C for years before the book even came out.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.

User avatar
Edsel
Henchman
Posts: 3
Joined: Tue Dec 16, 2014 7:44 pm
Location: Oklahoma

Re: New aspiring Castle Keeper

Post by Edsel »

Thanks for the info & quick reply.

serleran
Mogrl
Posts: 13905
Joined: Mon Oct 13, 2008 7:00 am

Re: New aspiring Castle Keeper

Post by serleran »

There are a few things in the CKG that are helpful, but also available in other ways, or completely up to the Castle Keeper to design, such as encounter tables, overland travel, and super-level class abilities. It also contains the "advantages" which are, for me, too much like d20 to be desired but I know a lot of others like them.

So, while it is intended to be "optional," it can clearly guide you to more clarity. Especially in regards to illusions.

User avatar
Arduin
Greater Lore Drake
Posts: 4045
Joined: Tue Sep 27, 2011 6:12 pm
Location: Granite quarry

Re: New aspiring Castle Keeper

Post by Arduin »

serleran wrote:
So, while it is intended to be "optional," it can clearly guide you to more clarity. Especially in regards to illusions.
THIS. Probably should be brought over to the PHB CK section at some point.
Old age and treachery will overcome youth and skill

House Rules

User avatar
Julian Grimm
Greater Lore Drake
Posts: 4573
Joined: Thu May 11, 2006 7:00 am
Location: SW Missouri
Contact:

Re: New aspiring Castle Keeper

Post by Julian Grimm »

Treebore wrote:Oh, and nothing in the CKG is needed. I ran C&C for years before the book even came out.
For me the CKG is a mixed bag. I like some of the ideas in it but I still revert to my 1e DMG for most of what I need.
Arduin wrote:
serleran wrote:
So, while it is intended to be "optional," it can clearly guide you to more clarity. Especially in regards to illusions.
THIS. Probably should be brought over to the PHB CK section at some point.
I would go as far as to say that the class progressions beyond Level 12 need to be brought into the PHB as well.
Lord Skystorm

Grand Knight Commander KoTC, Member C&CS

Donner Party Meats: We're here to serve YOU!

AD&D per se is as dead a system as Latin is a language, while the C&C game has much the same spirit and nearly the same mechanics. --Gary Gygax 8/16/06

User avatar
Arduin
Greater Lore Drake
Posts: 4045
Joined: Tue Sep 27, 2011 6:12 pm
Location: Granite quarry

Re: New aspiring Castle Keeper

Post by Arduin »

Julian Grimm wrote: I would go as far as to say that the class progressions beyond Level 12 need to be brought into the PHB as well.
Absolutely
Old age and treachery will overcome youth and skill

House Rules

tylermo
Greater Lore Drake
Posts: 2579
Joined: Wed Apr 11, 2007 7:00 am

Re: New aspiring Castle Keeper

Post by tylermo »

The book is largely optional, but has a lot of good things in it. However, I would suggest using (if needed) the character classes from levels 13-24, the extra combat maneuvers, air and sea combat, swimming rules, and a handful of others. It's a fantastic book. Can't wait to see the full color version.

User avatar
pawndream
Red Cap
Posts: 230
Joined: Wed Feb 15, 2012 6:25 am
Location: Texas

Re: New aspiring Castle Keeper

Post by pawndream »

I will echo others' comments that the CKG is entirely optional.

There are some neat items in the book to customize your game, but nothing vital to have and certainly not necessary. If you have money burning a hole in your pocket, I'd say go for it, just out of curiosity, but because you need it.

User avatar
Julian Grimm
Greater Lore Drake
Posts: 4573
Joined: Thu May 11, 2006 7:00 am
Location: SW Missouri
Contact:

Re: New aspiring Castle Keeper

Post by Julian Grimm »

The thing I found most useful in the CKG was the breakdown of the SIEGE engine and the clarifications made on it. After reading it I understood the system much better and my problems with it were eliminated.
Lord Skystorm

Grand Knight Commander KoTC, Member C&CS

Donner Party Meats: We're here to serve YOU!

AD&D per se is as dead a system as Latin is a language, while the C&C game has much the same spirit and nearly the same mechanics. --Gary Gygax 8/16/06

User avatar
Buttmonkey
Greater Lore Drake
Posts: 2047
Joined: Fri Jun 15, 2007 7:00 am

Re: New aspiring Castle Keeper

Post by Buttmonkey »

Totally optional. I've been running my C&C game for 2 years or so at this point and have used almost nothing from the CKG. I adopted fate and luck points after seeing them used at Gary Con last year, but that's it.

Also, note that there has only ever been one edition of C&C. Errata is fixed with new printings of the core books and some tweaks have been made along the way, but it's all the same game. You can run a game with people using a first printing PHB and a sixth printing. The differences between printings are much smaller than between editions of D&D, for example.
tylermo wrote:Your efforts are greatly appreciated, Buttmonkey. Can't believe I said that with a straight face.

User avatar
Arduin
Greater Lore Drake
Posts: 4045
Joined: Tue Sep 27, 2011 6:12 pm
Location: Granite quarry

Re: New aspiring Castle Keeper

Post by Arduin »

Julian Grimm wrote:The thing I found most useful in the CKG was the breakdown of the SIEGE engine and the clarifications made on it. After reading it I understood the system much better and my problems with it were eliminated.
That section is critical I think. Especially for GM's that aren't steeped in probability as a subject.
Old age and treachery will overcome youth and skill

House Rules

User avatar
Rigon
Clang lives!
Posts: 7234
Joined: Mon May 01, 2006 7:00 am
Location: Conneaut Lake, PA

Re: New aspiring Castle Keeper

Post by Rigon »

As others have said, the CKG is purely optional. Heck I've been running C&C for almost 10 years (long before the CKG was even a thing) and haven't hardly used a thing from it.

Also, they are printings of C&C, only the one edition. And I know it's a small thing to quibble about, but some one might get the wrong idea about the game if we call the printings new editions. I've even skipped a couple of printings (3rd and 5th to be exact), and never had a problem incorporating info from different printings in my games. However, the newest printing (6th PHB and 4th M&T) are the most clear.

Anywho, welcome aboard and have fun.

R-
Castles & Crusades: What 3rd Edition AD&D should have been.
TLG Forum Moderator
House Rules & Whatnots
My Game Threads
Monday Night Online Group Member since 2007

User avatar
Captain_K
Greater Lore Drake
Posts: 2378
Joined: Sun Dec 29, 2013 10:37 pm
Location: North Coast

Re: New aspiring Castle Keeper

Post by Captain_K »

Beauty is the editions are not rule changes (95% true) but the same core game.. the PH is good, it stands alone.. at time I'm not sure if its me but it kind of assumes you "understand" gaming and will house rule what is missing or odd or you want to change... if aliens dropped into a room with no concept of RPG the PH may not be enough.. but that might just be my odd point of view.. that said, the MT added and the CK is good to go... as noted above cool stuff in CKG but largely I rarely use it except for back ground on class, professions of the period, racial heights and weights and Luck and Hero points were the single best bit for the PCs to help "affect the dice of fate"... but other than that one book for all and two for one (the CK) and you're good to go.

Welcome aboard, you will find many fine folks on these boards who willingly will discuss any questions you have... plan starting your game 2 months early, post questions, start a page for your game on "Crusades", etc. etc. you will find no end of help and opinions from the crew above... most of which will be spot on, helpful or at least food for thought..

Cheers and welcome!
Wow, Another Natural One! You guys are a sink hole for luck. Stay away from my dice.

Post Reply