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Text of the page (random words):
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 noticed that some old school looking grid maps were at my table during jimcon 4 these of coarse were the blue dungeon tiles from red kobold games that i received shortly before the convention they are a recent kickstarter project that i was drawn to due to their apparent versatility old school look and generic appearance start setup for dungeon crawl classics i didn t get as much use as i had hoped at the convention due to a low turnout at the table where i was going to use them the most i did get to use them to great effect in another game that for the most part was designed to work in the theatre of the imagination that of coarse was the future king as the adventure progressed i found it got more complex i started using one of the tiles to keep track of initiative and survival points hp then a complicated melee at a ford with a river monster had my players wanting to visualize where everyone was we didn t even use miniatures we just marked where everyone was with a dry erase marker and made adjustments when needed it worked out great used tactically for a complicated river melee and to track combat i found the tiles quite versatile you can make up small areas on the fly which is very convenient and if you re taking them to a convention you can pre plan on what specific tiles you need and just bring those ones they work with dry erase non permanent some people call these wet erase and permanent markers you need to draw over with dry erase markers if you use these in my set up for my dcc game i found i was drawing a lot of lines on the joint between the tiles don t do what i did which was to try to speed up my cleanup and use a dry erase cleaning fluid on the tiles to remove my permanent process blue marker the fluid ran over the laminate on the edge and wicked into the paper stock of the tile leaving a small blue stain stick with using a dry erase marker for removal of permanent markings as its less messy the tiles arrive one drawback i found with the tiles was that all the pre designed features are practically useless for replicating rpg maps in adventures at least the ones i seem to own and other old school designs that s because the walls are drawn in as a filled in grid width and walls just aren t drawn in that thick in most older adventure designs and in quite a few new ones as well they are great for creating structures on the fly like shops towers forts etc or for designing buildings and dungeons for custom scenarios that being said the backs of most of theses tiles are just a grid with no features so you can easily draw in what you need yourself making the tiles themselves far from useless that s a lot of tiles in terms of tiling these on the game table i found that they work best if you can assemble portions ahead of time with blue painters tape you can use the tape to create custom map features on the top or place it on the bottom to simply keep tiles together as with most tiling systems keeping the tiles from moving apart can be a bother but all the tiles are square uniform and flat which makes things as easy as you can get without having some sort of interlocking system like tact tiles a treasure in tiles overall i d say blue dungeon tiles are a 4 out of 5 i really like them and will likely be using them at the table for years to come i m also planning on using them to assist in the design of some of my forthcoming custom dungeons for 5e i can see these being super useful if you were to utilize appendix a random dungeons from the 5e dmg posted by scott hadaller at 2 43 am 1 comments email this blogthis share to x share to facebook share to pinterest thursday january 1 2015 jimcon 4 jimcon 4 for some reason i m posting again about events that happened weeks in the past i could just let them be events in the past but this is another one that i would like to talk about here once again jimcon lived up to its promise of being winnipeg s table top games convention held again at the bronx park community centre which is for the most part a great place to play with plenty of room and is a fairly new building here are my personal highlights of jimcon4 friday november 14 this turned out to be more of a low than a highpoint but such is the way of volunteering to run games at cons i was running the level 1 dcc rpg adventure rat king s maze of death from the back of the chained coffin module adventure prepped check weird dice check maps and minis check players nope looks like no one signed up to play any dcc this year though its been relatively popular in the past and i ve run it at the previous year s jimcon and the last two keycons turns out that there was interest after all as i found out later but players were too enticed by 5e d d or were involved with pathfinder so maybe not enough interest perhaps friday isn t the best time i m thinking of running some dcc next year but only if i notice some genuine interest over the coming year in any case i eventually ended up playing star wars age of rebellion and generally socializing weird dice check players nope saturday november 15 so i slept in and missed playing the star wars x wing miniatures game tournament but alls well that ends well because i got to finally run something i ve been wanting to play for some time tom moldvay s the future king the following was my write up for the adventure from the author of the 1981 d d basic rulebook and adventures such as isle of dread castle amber and the lost city comes tom moldvay s 1985 rpg adventure the future king play one of six historical heroes doc holiday nostradamus bruce lee harald hardraada owen glendower and cyrano de bergerac who have been gathered together out of the mists of time their mission is to find and wake king arthur for it is time that he again don the mantle of kingship all the rules to play are included in the adventure itself rules light and simple to learn and play it took about 5 hours to play but it was one of the craziest adventures i d ever seen somewhat more of a railroad in format than i am used to but still full of wonder the players and myself enjoyed two players ran all six characters to great effect many surprises and an ending that satisfied beyond expectation clearly moldvay is a master of the craft nostradamus and bruce lee quest to resurrect king arthur sunday november 16 another short day friday is in the evening only and sunday in the morning and afternoon and this one was spent playing doctor who adventures in time and space we played the recently released cat s eye scenario about an alien hive mind that takes over a group of feral cats that are sharing an abandoned building with a community of squatters i recruited a couple of guys that were planning on playing dungeon world that appeared interested in playing doctor who one played amy pond and the other was craig owens the eleventh doctor s roommate everyone seemed rather excited see how a game without the doctor would turn out it was brilliant after the main investigation and initial conflict another person was interested in giving the game a try and they jumped in as the doctor just in time for the climax it was a really good ending and the surprise appearance by the doctor really helped add the finishing touch this game is always a crowd pleaser when i run it and i always have players that have never played it before so i m actually surprised i haven t seen it being played in public anywhere this game also made me observant of the fact that i ts fun to be able to sit down at a table of strangers play a game and get up from a table of friends overall a great time once again at jimcon in fact this year there were more interesting games to play than i could fit in to the three days next year i m sure ...
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