What are YOU looking forward to in the CKG?

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What are YOU looking forward to in the CKG?

Post by Omote »

Well, as Trolllord Steve and company have mentioned, the push is really on for the Castle Keeper's Guide. There have been many hints and ideas as to what this mystical tome may provide, and a short list of what will be contained is listed here: http://www.trolllord.com/cnc/8015.html

Reporduced here for ease:
A sample of what you will find in the CKG:

The attributes deconstructed, how to tweak and mold them for your game

The core classes expanded beyond 12th level

Designing and roleplaying new races

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

Alternate magic systems

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

And so very much more . . . .

What are you looking forward to most for your Castles & Crusades game in the CKG?

-O
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Post by Omote »

For me, I'm looking forward the most to what is beyond 12th level for the character classes. Steve, and Davis in particular (and others) have said in the past that characters above 12th level are more then just a series of bigger bonuses and stockpiles of HPs. What can characters of this level achieve when it comes to Seige Engine mechanics, and abilites? Will there be any difference, well we're not sure for certain, but the hints have led us to believe that characters of 13+ level will be something special.

I'm really looking forward to this aspect of the CKG.

-O
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Post by slimykuotoan »

Hmm, I like all the nit picky interesting stuff: characters gaining npcs and land, reaching higher levels, wilderness/dungeoneering stuff, etc.

Monsters as npcs might be a lark as well.
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Post by Frost »

I'm really looking forward to seeing the Adjunct rules in full.
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Post by Lord Dynel »

Gosh, Omote...what am I not going to be looking forward to?
I think the thing I'm looking forward to the most are the expanded equipment information, the adjunct system, and expansion of the core classes beyond 12th. The SIEGE system information sounds intriguing, too.

The only thing I'm not really waiting on with baited breath is the gun rules. I'm a "no firearms in fantasy rpgs" sort of person.
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Post by moriarty777 »

Well, to be honest, I'm looking forward to the 'crunch' related stuff -- you know, the stuff in terms of mechanics for the game.

The single element would probably be classes beyond 12th. There had been suggestions what we might see but that was going back something like a year ago. As someone who has played AD&D and did ran some higher level stuff, I'm curious at what might be proposed for those characters. I mean... I do intend to revisit the Mines of Bloodstone at some point so this stuff could come in handy.

Being someone who has never liked super powers in their own FRPG, I did like the minor tweaks the adjuncts seemed to give so I'm looking forward to more along this line.

There is so much that is a 'wait and see' for me but things like the World Above and the World Below may be interesting to look through and prove invaluable to someone new to the game.

The book looks very promising though!

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Post by Aladar »

I am looking forward to adjuncts, and hopefully rules for multi-/dual- classing. My players have been begging for these.

I have been using the rules from the CZ: Class Options & Skills for Yggsburgh document, but they want more.
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Post by Eisenmann »

Yep. Adjunct expanded. Also looking forward to mass combat and hirelings.

More specifically yet more broad, the bits that IMO make original D&D cool.

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Post by slimykuotoan »

Eisenmann wrote:
More specifically yet more broad, the bits that IMO make original D&D cool.

Here, here!
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Post by serleran »

Nothing in particular, to be honest. Maybe some more discussion on when to use the SIEGE Engine and how, and what Primes are and used for... stuff to perhaps cut down on the number of repeated questions.
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Post by Treebore »

I'm looking forward to seeing what they come up with that will make me use it, especially in place of my house rules.
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Post by Omote »

Yeah, I guess after reading some of these responses, I would like to see what the Trolls are thinking with their Adjunct system. As one who uses "feats" in his game, I want to see how the Trolls will handle this. This will also give me plenty of stuff to work in with in my existing rule augmentations.

Another reason I am looking forward to the CKG (as mentioned above) us 13+ level characters. I also use race-as-class in my games, and have developed these classes al the way to 20th level. Based on what the Trolls do for the CKG in regards to higher level PCs, I may have to go back and adjust my home-brew race-as-classes.

-O
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Post by Frost »

Ha, I guess in general, I'm looking forward to perusing all the optional rules and picking those that I like. I really like how the CKG seems to be, at least in part, a bunch of add-on rules to tweak your own game.

I really don't have much interest in more codified skill systems, but the adjuncts will be nice perks for players. An "official" multi/dual class rule system will be neat too, as I'm sure my players will want that.
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Post by Omote »

There are a lot of mentionings of the official C&C multiclass rules. These are offiially available as official rules in Crusader.

Are the trolls planning on changing these rules?

-O
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Post by Treebore »

Omote wrote:
There are a lot of mentionings of the official C&C multiclass rules. These are offiially available as official rules in Crusader.

Are the trolls planning on changing these rules?

-O

Which issue are those in? Either I missed them or thought they sucked. If they were a regurgitation of Gary's rules they sucked.
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Post by TheMetal1 »

What the Trolls come up with for options and the higher levels, how they'll suggest handling them.
Lord Dynel wrote:
The only thing I'm not really waiting on with baited breath is the gun rules. I'm a "no firearms in fantasy rpgs" sort of person.

For me firearms are good, as long as they are rare and have a lot of challenges in their use (i.e. good misfire rules, etc.) Wahammer does an OK job with them,

I picked up the Castles & Crusades Freeport Companion and they did a pretty good job with firearms as well. I wonder how closely the CKG rules for them will resemble the rules in Freeport.

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Post by Eisenmann »

To add, I want to see more info on the Siege Engine from the insider perspective.

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Post by Treebore »

I used to hate firearms/gun powder in my fantasy, then the Iron Kingdoms setting won me over to the idea.
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Post by Omote »

Oops!
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Post by Omote »

Treebore wrote:
Which issue are those in? Either I missed them or thought they sucked. If they were a regurgitation of Gary's rules they sucked.

There were not a regurgitation of the EGG rules to be exact. Multiclass Rules are available in Crusader #4.

-O
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Post by Eisenmann »

The inclusion of firearms would allow the use of Castles & Crusades for historical based games which for me would be great.

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Post by Deogolf »

I guess I'm just looking forward to it being finished! That way all the grousing about how it was a core book and delayed forever will finally go away!
On the other hand, I'm looking forward to just perusing it to see what's inside. Just like finding that old trunk in the attic that has been sitting there for years, forgotten.
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Post by Treebore »

Omote wrote:
There were not a regurgitation of the EGG rules to be exact. Multiclass Rules are available in Crusader #4.

-O

OK, I think I started buying by that issue, I'll go see.
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Post by Buttmonkey »

Treebore wrote:
Which issue are those in? Either I missed them or thought they sucked. If they were a regurgitation of Gary's rules they sucked.

I liked Gary's rules!
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Post by Treebore »

Buttmonkey wrote:
I liked Gary's rules!

If your talking about the DL written up for use in C&C by Gary they were badly broken and grossly unfair to single class characters/players. If your talking about 1E D&D, I agree.
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Post by Narl »

Regardless of whether they were in the Crusader or not, multi-class and dual class rules ought to be in the CKG -- leaving them out would be a serious oversight.

I don't want to keep magazines around for what should be part of the core rules. Multi-classing is essential to any D&D style game, going back to the first elves in OD&D and Basic.

Actually, I'm surprised multi-classing isn't being considered for the new PH rather than the CKG, but please, please, please include it in the CKG.

Thanks,

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Post by Rigon »

I'm looking forward to classes beyond 12th level, creating races and classes, and Adjuncts.

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Post by JediOre »

I'm looking forward to my pre-order from the Santa Sack sale back in '05 or '06.
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Post by Sir Ironside »

Eisenmann wrote:
Also looking forward to mass combat.

Absolutely this! So, many other companies do not give mass combat the love it deserves. Why it is constantly overlooked just boggles the mind.

I also look forward to 12+ levels and anything that expands upon races and classes is cool with me. Not a huge fan of multi-classing, but good to have for those groups who want them. (Including any of mine...if I could find one...*sobs*...quit mocking me.)
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I picked up the Castles & Crusades Freeport Companion and they did a pretty good job with firearms as well. I wonder how closely the CKG rules for them will resemble the rules in Freeport.

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Post by Dragondaddy »

Put me down for 2. I'll order the day they are available to ship!

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