What are YOU looking forward to in the CKG?
- Omote
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What are YOU looking forward to in the CKG?
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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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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- Omote
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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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I'm really looking forward to this aspect of the CKG.
-O
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- slimykuotoan
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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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Monsters as npcs might be a lark as well.
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Lord Dynel
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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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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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- moriarty777
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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!
M
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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!
M
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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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I have been using the rules from the CZ: Class Options & Skills for Yggsburgh document, but they want more.
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Lord Aladar
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- slimykuotoan
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Eisenmann wrote:
More specifically yet more broad, the bits that IMO make original D&D cool.
Here, here!
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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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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
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Sounds obvious to me! -Gm Michael
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- Omote
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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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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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- Frost
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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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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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- Omote
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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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Are the trolls planning on changing these rules?
-O
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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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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.
Sounds obvious to me! -Gm Michael
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What the Trolls come up with for options and the higher levels, how they'll suggest handling them.
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.
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.
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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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.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
- Omote
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Oops!
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- Omote
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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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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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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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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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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.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
- Buttmonkey
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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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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.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
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,
Narl
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,
Narl
I'm looking forward to classes beyond 12th level, creating races and classes, and Adjuncts.
R-
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R-
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- Sir Ironside
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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.)
TheMetal1 wrote:
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.
ZMOG! There are C&C Freeport Rules? Combining a favourite old company, with a favourite new company is practically orgasmic! Gawd, I'm out of the loop.
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