Thursday, June 27, 2024

 And so we begin...

The past three editions of C&S have much in common and are largely compatible. While parts of each agree with me, none are quite what I also have quibbles with each. My heart is with 4th, my head is with 3rd and my wallet is with 5th. I may beat up on 5th from time to time, but the supplements are great.
I don't want to drift too far - the easier it is to translate supplementary material the better.

1st and 2nd will get mentions out archaeologic interest. 

It Started With a Bash

Since doing some hand calcs back, when it was new, I realised that the bash rules didn't really work. I've been minded to investigate that for a while. Unfortunately, external factors have made me want to revisit combat in general..., then there were a few niggles with magic.. , and recently I've taken acquired a new perspective on religion.   

If I'm looking at all of that, I may as well look at char-gen, skillscape and experience! 

I may want to glance at the C&S staples,  diseases, poisons, warhorses, castles, holdings, influence, marketplace, overland travel and the like. I'm expecting this to be mostly archaeology. tbh, I think that these topics have remained unchanged for edition after edition, except maybe for nomenclature. 

Aims & Preferences

I particularly enjoy Earthly low-magic settings, or at least settings where much of the world functions much as it would were there nothing supernatural going on. Call of Cthulhu, Regime Diabolique, Deadlands &c. More Game of Thrones than Lord of the Rings, if you like. 

I want a coherent and functional world into which the mythical may re-arise and the supernatural, superstitions and religions can be real. I don't want to concern myself with imagining how a high-magic might function. I read more history than I read fantasy or swords and sorcery.

C&S by name and spirit looks to implement something akin to North Western society roughly between C11 and C15 and that will be my main focus. Its history includes forays into medieval Japanese (Land of the Rising Sun for 1st and 5th), Viking, Celtic, Mongolian (e.g. Swords & Sorcerers for 1st and 2nd) and suggestions that it can be applied further in space and time. Therefore, I don't want to tie it necessarily to its original setting.

I will ignore non-human characters for now. Having non-human character creation is a core concept in C&S, whether for PC or NPCS.

Let's go in the order defined in 5th.  The steps in character creation differ between 3rd/4th/5th. 

Edition

3rd

4th

5th

Choose Method

 

Choose Method

 

 

Horoscope

 

 

Aspect

Race (/Sex?)

Race/Sex

Race/Sex

Personal Attributes

 

 

 

Choose Method

 

 

Aspect

 

 

Personal Attributes

 

Aspect

 

 

Social Class, Family Occupation, Status, Position in Family

Curse, Special Talents, Deficiencies, Defects, Fears

 

 

Personal Attributes

Size, Weight, CCAP, BAP, Jump

Horoscope

Horoscope

 

Age, Physical Traits, Vocation, Skills

My preference is to follow 5th in general. Personal Attributes will move up to lie between the background bits and the 'special features'. I'd like a player to know what they're working with before assigning Attributes. Curses, talents &c. will be a twist on top of their planning. I'd like the option to modify Attributes as an ability or defect (as some existing ones do) and for those I'd like the starting values to be known. 

Step 1: Character Creation Method

Not much to say here. I suspect the most common method will be the points based method, usually employing bought Attributes and usually rolling or defaulting on the various tables (in preference to spendings points there).
The 130 (125 in 3rd/4th) Points will buy stats averaging around 14. Or a few big numbers with many a touch lower. 
The stock NPCs have attributes costing in the region of 100-120.  
The Heroic (150) and Mythic (180) are too rich for my blood. 
I'd allow 5th edition rolling [roll 3d10 keep 2]. It has a nominal average about a point lower than the point-buy allowance, but may produce some big numbers.

Archaeology

4th's Historic point allowance was 125. 3rd had the same (and some randomized options). 2nd was a randomized allowance (for characteristics only) and 1st was entirely random [Stats on a d20 each!].

The rolling option for 3rd/4th was 10 or 11 sets of 2d10 to be allocated as one wished. Almost certainly worse than point-buy.

Light, effectively, allows 90 points for the 9 stats. But doesn't charge extra for numbers over 15. 


The Three (Adventures)


Saturday, June 22, 2024

The C&S Library

 Before we begin

I've recently acquired a few new items for the shelf. A copy of the Red Book and the 3rd Edition GM book (with any 3rd core rulebook) for 15 quid a postage. The 1st edition rules will be an interesting read but really I just wanted the GM book. Another 12 pounds bought me a copy of Light.  The library is now well stocked... plenty to dig into.

Before I go blundering into my own attempt to form a version of my very own, a quick overview is in order.

1st. 1977

The Red Book
A quick scan last night reveals it to be less intimidating than it was in '78, but I have yet to look at magic.
The story goes that it was written as a reaction to D&D's vagueness about life outside of dungeon crawling and to place the characters into a functioning world. Unlike RQ's jump to a truly alien world, this is a blend of feudal Europe and Tolkien -isms.
I don't expect to draw on this other than to note the origins of C&S tropes. 
It has a firmly D&D-ish approach to characters, we have the attributes (Strength, Con &c) and a Vocation (read Class) & level system. As per the D&D of the time being of a non-human race was a class of its own.
Here we encounter:
  • Lot's of hard and soft information on a feudal setting. Mass combat, a detailed market place with 'realistic' rather than D&D's 'frontier' prices, Castles, Sieges, Heraldry, feudal holdings, demographics, a real interest in warhorses, jousts, law & justice &c.
  • Social status and influence.
  • Body (hit points) determined by character's weight and constitution which creeps slowly upwards as characters level up.
  • Combat with multiple Blows in a round. Bashes, critical hits, generally fixed weapon damage, armour with some degree of absorption. I'd thought that variable armour absorption was there but it's only special cases for heavier armour  (One's Personal Combat Factor determines number of blows, amount of damage &c.)
  • Clerics are firmly tied to the Catholic church of medieval Europe. Not really healers who are handy with a mace.
  • Magic (I won't be writing Magick) can be complex - certainly in gaining, if not using. In depth rules for creating magical items which involve gathering and enchanting the required materials. A number of specialised schools of magic. Magic is far removed from the wizz-bang stuff found in the  D&D of the time. It devotes a fair amount of space to the summoning of demons and devils.
  • An experience system which discourages mages and clerics from risking their lives when the could be praying and doing good works or could be researching spells, enchanting material and building magical devices.
  • A keen interest in trolls. Goblins, orcs, trolls and giants as playable races. All humanoid NPCs will play by the same rules as players - one might encounter a 5th level orc captain or a 2nd level non-combatant human merchant.
Swords & Sorcerers
A supplement which extends the reach of the game in space and time. It includes rules and information for playing in Pictish, Celtish, Vikings and Mongol societies. My copy is long gone but I do have the .pdf edition which maintains the original text but updates a few of the rules for 5th (?) edition - certainly for SkillScape.

There were some other supplements for this which I never seen, let alone owned. I only own it now as it was part of a bundle. I'd like to see Bireme and Galley but I'm not going to track down the other stuff.

2nd. 1983

The Three White Books

This is immediately more approachable than 1st. Three stapled booklets which have withstood the rages of time, a better layout, more legible text &c. It's very much a revision of 1st, mostly nips and tucks. The mass combat rules and a few other bits from 1st are missing from this set.
The important change is that it allows characters to become more individualised while staying firmly in the Vocation\Level system. Basically it allows characters to spend xp on specific skills alongside spending xp on advancing in levels. Thievish skills, agricultural skills, lore, languages and favoured  weapons can be advanced individually - but not beyond the characters level. Levels still dictate overall combat skill (PCF), magic and faith levels and the increases in Body and Fatigue.
It is quite playable and, the last time I looked, had a loyal following.

Sourcebook 1
Here we get the mass battle rules, sieges, military campaigns, economy & commerce, diseases, physicians, heraldry, overland travel and hunts. I believed for many years that the mass combat rules, simpler than 1st, were broken. There's a series of steps ending up with "roll a d6 and apply these modifiers". It turned out that I was then meant to consult the crt from 1st edition (which I no longer owned).
The stars of the show are the Forester class and the first printing of the essay Monsters Are People Too.

Sourcebook 2
I've recently asked ebay to send me a copy. I think it'll prove mostly uninteresting. I know that there's a lot of info on lock picking and door breaking along with an extensive guide to building NPC mages. 

3rd. 1996

Core Rulebook
This got the cold shoulder from the 1st/2nd edition fans. A good chunk of the "authentic medieval flavour" is dropped and it feels a little more generic fantasy. That is especially true around magic - while research and enchanting remain it loses a lot of the earlier magic systems. Another problem is that it scrapped the traditional Blows system of combat and introduced a messy and awkward action point system and did away with Bash. 

It is, however, the origin of the Skillscape system. While characters continue to have vocations and levels, the emphasis is on raising individual skills. Everything which used to rise automatically by level is now a skill in its own right. A character's overall "level" is a function of how much xp has been spent on skills and acts as a brake on how much skills can be improved. This pushes characters to developing a dozen or so skills rather than continually one or two favourites to the detriment of the others. A character's vocation simply influences the xp price paid for levels in a skill. In a sense it's a completion of 2nd edition's side-skill system.  It's neat and I'm a fan of it.

The only reason I went back to find a copy is that the Bestiary isn't fully compatible with later editions due to changes in armour, body and damage values. Re-reading it recently, I'm finding some it preferable to what came later.

Bestiary
A truly brilliant bestiary. Being C&S it only covers European wildlife, Tolkien-y beasts and monsters from myth and legend. Everything gets full stats, a lot of description about behaviours and habitat and finally notes on which parts of the creature may be useful to mages. It's the only standalone bestiary of this scope in the C&S range. 5th has a European Folklore bestiary which, as the title suggests, concentrates on folklore rather myth, legend and general fauna.

Game Masters Handbook
I didn't bother this until recently. I picked up a copy after finding a few references to it in the core rulebook.
In a peculiar move, while the core rulebook has a picture of a knight charging with a lance on the cover, this has a Gandalfian wizard, an axe armed dwarf and some hooded figure preparing to do battle with whatever's behind the door... a classic generic fantasy image.

BUT inside is what we were missing. A new initiative system which is a lot closer to Blows, articles on world building, castles and medieval justice, expanded family vocation tables, rules for intoxication, drowning and diseases. A lot of stuff that may have made the core rules more acceptable to the old hands. It's even got an updated  version of Monsters Are People Too.

Knight's Companion
A splat book devoted to knights. We kick off by dividing the feudal period into three parts (Early, High, Late). In each we get the expected historical fluff along with notes on available equipment and additions or amendments to the skills. Then peasant revolts, courtly love, jousting and tournaments return to the C&S world. Chivalric and Holy Fighting Orders are covered. All in all it's traditional C&S.

Dwarves' and Elves' Companions
A couple of splats for those who like to play Tolkien/generic fantasy elves and dwarves. It provides them with all they need. Vocations, skills, magic, social backgrounds and the like.

Armorer's Companion
Two new vocations (armourer and armourer magus) with accompanying skills. From memory it's the first time that the creation of magical weapons and armour has been covered.

Warriors' Companion, Sorcerers' Companion
So far as I know these don't exist. Reading through the magic rules of the core rules there are many references to the SC, hinting that there was more material planned which may have made the magic system more amenable to the veterans. A note in the GM book tells us that the WC will bring more combat rules. I really wish that these had been published.

Light: 1997(?)

A no frills trimming down of 3rd. The main items of interest are the replacement of APs in combat with a Blows system and the inclusion of some simple Bash rules.

4th (Rebirth): 2000

A three book set. As billed, it takes the game systems from 3rd but pulls more of the C&S tropes into the main rules. Religion gets a deeper look, a (broken) Bash arrives, some tinkering around social background, magic, vocations and skills. 
There were no splat books which I'm aware of. The 3rd edition material is largely compatible - the major difference being that 4th has, generally, slightly higher Body points and armour values. At least for human sized entities, big beasties may require some deeper investigation.

5th: 2020

Core Rules:

Another iteration of skillscape powered C&S. Digs further into religion, looking at Judaism and Islam, saintliness and Holy spaces, shrines and relics. Some of C&S regulars are missing,but there's plenty enough to keep the vibe. There is a
The only significant mechanical change is how primary and mastered skills work (+10%PCF rather than -1DF). Blows return as an optional rule.

Nightwalkers; Goblins, Orcs and Trolls
A couple of splats on lycanthropes, vampires, goblins, Orcs, trolls. There are expanded rules for PC/NPC generation, discussions, sample NPCs and short adventures (which take up a lot of space, but feed the imagination). 

European Folklore Bestiary 
As the title suggests, this a collection of sixty or so creatures from the legend and lore of Europe. 

Sourcebook 1
A very recently produced PDF. A lot is familiar from earlier editions; warhorses, diseases, feudal holdings, mining, commerce. It adds rules for aging and for starting characters beyond 25. There is a section on vocations (and skills) for characters (player and NPC) who are neither war.riors, rogues, priests or mages.

Celts; Dux Bellorum
Not yet published, but on their way. The latter is a post-Roman British setting. The small preview PDFs are very promising.

That's what I've got to get picking at.


(hmph. A Three Pipe Problem is not quite available on spotify).

Sunday, June 16, 2024

C&S, RuneQuest, D&D and me

 With a little downtime before the Grand Projects begin in earnest, I can wonder how they've come about.

D&D and Me

I must have encountered D&D in the form of GW's single rulebook edition early in 1978. I know that the first issue of White Dwarf I bought was #6 which is dated April/May of that year.

I was eleven and quite ready for it. I'd discovered wargames - the local library being stocked with the likes of Donald Featherstone and Charles Grant, I'd read some Tolkien and possibly more importantly a number of Roger Lancelyn Green's books (Robyn Hood, Arthur, Troy, Dragons &c.). I could read rules, was primed for adventure and had just enough 'background' to be intrigued but not informed.

While many other systems came (and went) (A)D&D remained the reliable go-to through my school days and beyond. The last edition I owned was the 2nd edition of AD&D. Then there was a hiatus as my gaming buddies of the time were more into Call of Cthulhu and then into the White Wolf games.

I didn't play 3.5 until just before 4th ed came out and a little bit of 5th which was mercifully interrupted by COVID. It is apparent that D&D and I have traveled different paths. Had either been the edition de-jour way then , I'm sure that I've devoured them with same enthusiasm as I did their precursor.

Without the success of D&D it's unlikely that what came next would have reached me - had it even come into existence. In that respect it served the same purpose as Never Mind the Bollocks.

RuneQuest and Me

I've played very little RuneQuest. Nobody at school was too interested. I played a few sessions in the late 80s with an established group but not enough to get deeply into it. Back then it was the rules rather than the setting which appealed to me. Classless and levelless, armour absorbing damage , hit points being pretty much fixed. That sort of thing.

It disappeared from my consciousness for years and it was recently when browsing the Chaosium website that it re-piqued my curiosity. This time the attraction is the setting. The glimpses I've had have tickled my imagination. 

The 'Grand Project' is accidental. I'm going to soak up as much lore as possible before reading the main rulebook. Then see how the rules match the setting!  The accident being ordering the rule/bestiary slip case while was out of stock leading to me ordering some of the Mythology splats as something to read while waiting.

I've read Mythology and have started the Glorantha Sourcebook, which turns out to have yet more mythology... Have to be intrigued by a setting which will sport nearly a dozen myth/cult splat books, seemingly before any regional gazetteers. A world of such pervasive religion and magic is outside of my usual preference for alt-history - but it isn't that generic fantasy which d&d helped spawn.

It occurred to me that I could have chosen to tackle Tekumel instead. I had a copy of EPT once but teenage me found it too far from any references I had then.  Also, unlike Tekumel, Glorantha is the creation of a mythologist rather than a linguist. The last time I looked I couldn't work out where to start with Tekumel - Chaosium make Glorantha easy to locate.

C&S and Me

Count me among the many who found the Red Book a dense, badly printed, messy jumble of intriguing ideas. More than anything else at the time it wanted to place its characters into a functional, living world. That world being medieval France or a fantasy equivalent thereof. I don't recall playing anything other than the mass combat rules before the book disintegrated.

The second edition was tidier and more focused. I could envision actually playing this... But it has followed me unplayed to the present day. (At least I've made up characters and fought some solo skirmishes).

I missed 3rd when it was released but I did find 4th. 4th has niggled at me for years. It always seemed great until one dug at the numbers. 
And now 5th is on my shelves and hasn't mended the bits I disliked from 4th.

I may have skipped 3rd but I went back for the Bestiary. It is wonderful book and pretty much essential, even if you're only interested in pack animals and riding horses. Because of number changes between editions, I found myself a copy of the 3rd core rulebook... And after reading about deeper recently found myself tracking down a copy of the GM guide.  

That last auction lot included the pages of the Red book... I'm about to find myself with five editions of a game I've barely played!
That's where I am - determined to form some mix of the last 3 editions which satisfies me.  The lure is the archaeology of ideas as much as anything.

So for over forty years this has taunted me with the promise of a gritty semi-historical campaign set at some point between 800 and 1500. Every time I read medieval or dark age history or watch Game of Thrones this game comes to mind. It's just never quite happened.

Standing Stones

Friday, June 14, 2024

Back From The Void

Back From the Void

I'd forgotten that I'd ever had a blog. It was a time of major upheavals.

No, the Magic Realm expansion didn't get any further, but I still like the ideas. 

Finding myself in need of somewhere to write, I've resurrected this blog. I had promised myself The Nail House as a title, but I'll stick with the mutterings. 

Somewhere to write? I have too many stray thoughts which need to be focused. My hope is that typing them out will settle them.

The Nail House? A throwaway comment on the gentrification of the boardgame hobby.

What's it all about? Currently my game head is occupied by 18xx, Chivalry & Sorcery, RuneQuest, Call of Cthulhu and a sprinkling of wargames.  Books and music will take up the slack.

The Three

The ceaseless daemon of musical connections, today reminds me that Robyn Hitchcock has a good line in nostalgic takes on transport.