TLG 8015 Is your game in need of more structure? Do you like details? Are optional rules and variations for your Castles & Crusades game and absolute must? With the Castles & Crusades Castle Keeper's Guide, all you questions will be answered and desires fulfilled. This tome explores a vast array of new possibilities, options, variations and much much more. Combined with the Castles & Crusades Players Handbook and the Monsters & Treasure guide, the Castle Keeper's Guide will truly give those playing games of Castles & Crusades a complete mastery of their game and manners in which to develop it.
This is the third core book in the Castles & Crusades role playing game system. It is not necessary to purchase this item to play a rewarding game of Castles & Crusades, however, the Castle Keeper's Guide allows players and Castle Keeper's alike to develop and grow their game's mechanics in any direction they choose. It is bound to become an invaluable resource for inspiration for all who play Castles & Crusades.
The Castle Keeper's Guide focus' new discussions to serve the didactic purpose of deepening both the players and Castle Keeper's knowledge and understanding of the concepts and design elements of Castles & Crusades in order to allow all involved to create play unique to each gaming group through rules manipulation. It is a house-rulers dream come true.
There are variations on the standard classes, new classes and options for creating new classes.
Alignment is discussed and variations on alignment use, including dispensing with it altogether, are presented.
The attribute system is broken down and the SIEGE engine examined in detail allowing the development of many variations and levels of complexity without changing the basic mechanic.
Multi-classing and dual classing options are presented.
Non-player characters and 0-level characters are examined.
Monster development and attribute association are presented. Monster hit dice variation is discussed. As well, monster class development is presented with examples and samples abounding.
Dungeon design and their ecology are discussed. Towns, cities, regions and their population are examined.
Rules for large scale warfare are presented.
Genre rules are discussed and presented including pulp, science fiction and horror (though not romance).
This is but a small sample of what can be found within the tome. Much much more is covered. So if you find your game in need of more rules, variations on rules or just a little spice, this is the book for you. |
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