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e example except for details i added on the forbidden top floor from then on the rest of the material was original i wanted an interesting but basic dungeon crawl that could be completed in the allotted game time by a party with a curious temperament and a bit of luck to that end i structured some story details around a three level dungeon and populated it with various inhabitants and factions from the book of creatures and treasure increasing the difficulty as the levels descended culminating in a possible encounter with a dragon i based the layout of the dungeon levels on the twin cities design style represented in the dungeons of castle blackmoor from zeitgeist games 2006 and greg svenson s lost dungeons of tonisborg 2021 level 1 overall i think the session we played at the convention was a success i m going to take a stab at running adventures in fantasy again at arnecon 3 posted by scott hadaller at 9 33 pm 0 comments email this blogthis share to x share to facebook share to pinterest thursday march 26 2015 castle keepers guide the good the bad the ugly overview a new printing of the castle keepers guide for castles crusades is soon to be released by troll lord games once upon a time this book seemed like vapourware and it sometimes seems like a miracle that it ever came out at all its story is a long and challenging one and it s not within the scope of this already lengthy examination to recount it i don t think i d ever been so excited about an rpg book release since i discovered the original ad d hardcovers and when unearthed arcana and oriental adventures came out during my youth it is for this reason that the language i use may become passionate and that my praise and criticism of this work might seem somewhat exaggerated this book is credited to davis chenault stephen chenault with casey christofferson and james m ward with further contributions by mark sandy mike stewart and robert doyel cover art logos logo designs pretty sure logos covers that and layout by peter 20 dollar bradley interior art by peter bradley larry elmore and sarah dreamie walker edited by tim burns christina stiles mark sandy and derrick landwehr some of the above names did something heroic here while the contributions of others can best be described as akin to criminal in its incompetence my copy of the ckg showing wear after only a few years although this book has a great many things to enjoy about it the initial print run is far from perfect i was super glad to have this book in hand but its shortcomings left me more than a little disappointed the new printing promises to fix some of these issues but this post and future related ones seek to look at the quality of the first run of this very interesting tome what it says on the tin first we will look at the book itself its appearance general content and construction then we ll move on to the written content and interior art in subsequent posts below is an overview of the book and some of its major characteristics good great new ideas and options all the basics for a universal system new larry elmore art this book is full of new ideas regarding characters magic equipment setting and game mechanics if you thought something was missing from the players handbook then you re likely to find it and much more here there is enough material to put together a game in any genre you could imagine i d like to see tlg print this and the phb as one genre neutral volume and present it as something that could be called the siege masters manual it s not presented as a universal system but you could build one from it if you wanted to larry elmore contributes a number of new illustrations to this book many of them full page although i won t call them bad or ugly they would benefit from a little lightening in the printing to reveal detail and would be much better presented in colour where the originals were created in colour bad recurring reference to game balance a change of direction from other tlg publications some overly complicated rules font size print clarity and misprinted headers you really don t need balance in a game where there are no winners and losers balance really wasn t an issue in other c c publications and it s funny that it gets so much mention here because the castle keeper s adjudication is what makes the need for balance unnecessary for me some of the new rules are overly complicated like the chapter on npcs for example it s not ugly as these are just options and if you like that level of complexity it s there for you i just don t really care if they are adherents henchmen or hirelings to its credit this book often brings up what they refer to as the tyranny of rules essentially warning not to overcomplicate the game and to make choices that improve the game rather than hinder it the proofing of this book appears to have been sloppy considering there were four editors perhaps they didn t work as a team or some errors were related to layout in some cases the headers don t match the chapter and run over from the previous one expanding characters runs over into magic or they don t match the chapter name at all chapter 13 expanding the genre has the header chapter 13 the future in terms of the font size a capital letter is 2mm so i m likely being generous by saying that it s set at approximately 9 points i think that s a little small for this amount of reading as you can see below the legibility issue is compounded by the poor letter quality of the printing process that i m almost certain was laser printed notice the jagged and broken lettering in the ckg hard to read ad d dungeon masters guide lettering is about the same size as the ckg a little too small ugly most of peter bradley s artwork binding quality peter bradley is a competent illustrator when he puts some effort into it doesn t try to get too creative actually completes his drawings and stays away from the sexier side of things which for him almost always comes off as forced and more than a little creepy for the interior artwork i ll talk about specific pieces in the sections they appear for this post i d like to address the artwork on the cover wtf mr bradley your effed up use of forced perspective needs a lot of work and you should be ashamed of yourself if you accepted payment for this piece the guy in the foreground with his huge left hand that can t anatomically be that far forward considering his pose to justify being so huge compared to the right hand just weird the doorway to the left of him somehow appears to need to fit on the width of a single step and isn t parallel to the column in front of it to make any sense perspective wise it bleeds off onto the back cover where it shows the door s threshold being crossed by the steps and blocked by the column amateurish looking closelyat some real life architecture would probably help here the other side of the image has a dwarf with his disappearing foot that sinks into the step weak strange cloud blob to the far right is that stone or a spell effect or what it only makes sense as a way to disguise the poor drawing here and obscure any step lines right below the window that would make the angle it is on appear even more ridiculous the opening should be in perspective to the door another big hand on the spell caster attacking the dwarf it s almost as wide as she is but it at least looks like a hand so it s better than some of his previous efforts terrible i won t get into the redesign of the logo that i ve already ranted about on the c c forums but basically it s a piece of shit and if you can t agree with me on that you need new eyes i can t believe they let this guy have his own paragraph in the acknowledgments the binding is subpar it s got a loose and floppy feel the front cover just kind of hangs there and almost folds back on itself i recall the guys at tlg having indicated that this helps the book lie flat but any properly casebound or hardcover not hardback ok trolls please stop calling it that please should lie flat the gluing is sloppy and the trimming is uneven limp ckg the dmg shows its quality over 30 years later there is no headband in the binding just a lot of lumpy glue the dmg also lacked headbands but everything i own published by tlg does have them except monsters treasure of aihrde of gods monsters both of which were produced with the same crappy in house publishing methods as the ckg and my two copies of the second printing of monsters treasure one of which is a leatherette version it s a level of quality and detail that perhaps i m being overly fussy about but as far as i m concerned this is the crowning achievement of castles crusades so why does it have to be made so poorly as for quality the ckg does however appear to be bound with signatures two or more sheets of paper stacked and folded as a group so single pages or small groups of pages are not likely to fall out unlike my dangerous journeys mythus book it hasn t fallen apart yet and that s at least better than many people s copies of the 5e player s handbook that didn t incorporate signatures in its binding and that book is a whopping 49 95 or 58 00 in canada for shame 1e dmg lacks a headband but binding is at least neat and professional ckg sloppy craftsmanship c c players handbook with the same trade dress as ckg pictured above ckg should look this nice the overall quality of my copy is poor for a finished product it s pretty for a unique proof copy or a hero prop for a movie but as a production item meant to be used for reference over several years it s lacking my copy of the book appears to have been produced with a laser printer for its interior and the exterior seems to be printed to adhesive vinyl that s been wrapped around cardboard to form the outer cover it s plastic like and the image has rubbed off revealing the white vinyl below i guess that s ok for some people but it s beyond the pale in my opinion for a book with a 39 99 price tag the dmg was 15 00 in 1982 that s about 34 50 in 2010 dollars the year the ckg was first published making the ckg about 5 50 more than the much better produced dmg and if you want a pdf that costs about 20 extra expensive for a pdf and should really be free for those who purchased the print version the interior copy is also unusually small and fuzzy it s my understanding that this book has much more content than was originally intended and that the guys at troll lord wanted to keep a strict page count in order to keep the retail price down and that s why i m guessing the type is so small i would have paid more for something more legible that s the good the bad and the ugly for an overview of the castle keepers guide although it sounds like i m tearing this book a new one most of my issues with it are cosmetic the wealth of ideas it presents takes an already great game system and knocks it out of the ballpark into amazing or is that shift z i really love this book and i think everyone else who likes fantasy rpgs should too but there is nothing to this dog s breakfast of a production run to make you want to do that if you don t already love c c it s just upsetting to look at it because if they had made a couple of different choices put the effort into sourcing some additional talented artists and outsourced the printing and binding so that the quality matched the players handbook of the same trade dress this would have been something special the following three posts will deal with the contents of each of the three parts of the book part one the character chapter 1 expanding characters chapter 2 magic chapter 3 expanding equipment chapter 4 non player characters part two worlds of adventure chapter 5 worlds of adventure the world chapter 6 worlds of adventure the city chapter 7 worlds of adventure dungeons chapter 8 air and water adventure chapter 9 equipment wastage chapter 10 lands as treasure chapter 11 going to war chapter 12 monster ecology chapter 13 expanding the genre part three the siege engine chapter 14 advancing the game chapter 15 the siege engine chapter 16 treasure chapter 17 iron sulfer combat chapter 18 skill packages chapter 19 character death and fates reference from the tsr marvel superheros rpg posted by scott hadaller at 5 16 pm 1 comments email this blogthis share to x share to facebook share to pinterest thursday march 19 2015 gambling your fifth edition character s life i was flipping a coin mixed in with my rpg dice and started thinking about a fun way to use a fifty fifty probability dynamic in a game it seemed like a basic gamble and reminded me of a simplified dice game gambling of coarse is always the most exciting when the stakes are high and a save or die situation came to mind as something exciting to try d d currently has the death saving throw a series of saving throws with a target number of 10 rolled on a d20 without modifiers its basically a race to see what outcome is rolled three times first 10 or over save or under ten fail including the ten in the target number adds five percent i started thinking that i could substitute the coin flip for the d20 roll as the target number is half way and essentially an over under situation but thinking about it further i realized that its not quite what it seems this probably isn t a revelation to anybody that thinks about how dice and probability work but a roll of ten or over isn t a fifty percent chance either way its a fifty five percent chance of making a successful save if each digit represents five percent then failure to make a death save occurs only forty five percent of the time as 1 9 represents the range of failure it sounds fifty fifty but that would actually be if success was a roll of over ten rolling a one counts as two failures so i guess if you wanted to use a coin flip to represent a death saving throw your odds would be less and that would be a real gamble posted by scott hadaller at 5 35 pm 1 comments email this blogthis share to x share to facebook share to pinterest wednesday february 18 2015 dragons chess in the eighties i remember being particularily attracted to the chess themed covers by artist dennis beauvais for dragon magazine i remember starring at these for hours while i was a kid and letting my imagination run wild clockwise from top left artwork for dragon magazine 83 118 89 86 recently a new cover was commissioned for gygax magazine and it looks like it was pulled out of the vault as it fits in so well with the previous work actually it s technically and compositionally superior but still very evocative of the earlier works queen captures queen a few evenings ago i discovered a video of a commercial that reminded me of the beauvais works created in 1991 for the u s marine corps by ad agency jtw i can t help but wonder if it was influenced by dragon posted by scott hadaller at 11 56 am 3 comments email this blogthis share to x share to facebook share to pinterest friday january 16 2015 blue dungeon tiles anyone reading this blog might have n...
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