A Guide And Rules System For Fantasy Roleplaying

2y ago
8 Views
2 Downloads
4.17 MB
24 Pages
Last View : 1m ago
Last Download : 3m ago
Upload by : Ophelia Arruda
Transcription

QUICK START RULESA Guide and Rules System for Fantasy RoleplayingAuthors: Davis Chenault & Mac GoldenWith Steve Chenault, Mark Sandyand Todd GrayCover art, interior art, logosand logo designs by:Castle Zagyg adventure Jeffery TalanianPeter “20 Dollar” Bradley,Cover Design and Layout by Peter BradleyEdited by: Nicole Chenault & Matt FinchFor more information on Castles & Crusades, andrelated products or to Join the Castles & CrusadesSociety please contact us at:Troll Lord GamesPO Box 251171,Little Rock, AR 72225or on the web at www.trolllord.comor email at troll@trolllord.com orwww.castlesandcrusades.comContributions by Casey Canfield, Josh Chewning, Mike Stewart, Colin Chapman, Kenneth J. Ruch,William D. Smith and the Entire Castles and Crusades Society 2007 Troll Lord Games. All Rights Reserved. Castles & Crusades, C&C, Castle Keeper, SIEGEengine, Troll Lord Games, and the Castles & Crusades, SIEGE engine, and Troll Lord Games logosare Trademarks of Troll Lord Games. All Rights Reserved.OGLThis book is published under the Open Game License (OGL) version 1.0a bypermission of Wizards of the Coast, Inc. The Open Game Content appearing in thisbook is derived from the 3.0 System Reference Document, copyright 2000 Wizards ofthe Coast, Inc. All contents, excluding the OGL, is property of and copyright 2004 TrollLord Games. All Rights Reserved.DESIGNATION OF OPEN GAME CONTENT: The following is designatedOpen Game Content pursuant to the OGL v1.0a: all text appearing in the followingsections and subsections, listed by page number - page 6, “Dice”; page 7-8, “The Six Attributes”, “Generating Attribute Scores”, “Attribute Modifiers”, and the attribute modiertable; page 8, “Class Description Terminology”; pages 9 to 30, the “Abilities” subsectionof each class, the summary of class features (prime attribute, hit dice, alignment, weaponand armor allowed, and abilities), and the class tables showing HD, BtH, and EPP perlevel; page 31, the description of languages, size, movement, typical classes, attributemodifiers, class modifiers; page 32-37, the “Abilities” subsection of each race; pages 3839, “Alignment”, “Law and Chaos”, “Good and Evil”, “Alignments”; page 40, “StartingCoin”; equipment lists on pages 40-43; pages 44-45, “Determining Encumbrance”, “AdHoc Encumbrance”, “Encumbrance Formula”, “Worn and Capacity Objects”, “ Affectsof Encumbrance”; all text appearing on pages 46-104; pages 112-113, “Types of SavingThrows”; all text appearing on pages 114-120; page 120-121, “Damage”; page 121-122,“Turning Undead”; page 122-123, “Experience Points”, “Gaining Levels”, “Treasure”,“Movement”, “Spell Resistance”, “Languages”, “Vision”, “Time”. Also, the followingopen game content related words, phrases, and abbreviations wherever they appear:Strength (Str), Dexterity (Dex), Constitution (Con), Intelligence (Int), Wisdom (Wis),Charisma (Cha), Class, Fighter, Ranger, Rogue, Assassin, Barbarian, Monk, Wizard, Illusionist, Cleric, Druid, Knight, Bard, Paladin, Race, Demi-human, Dwarf, Elf, Gnome,Half-Elf, Haling, Half-Orc, Hit Dice (HD), Hit Points (HP), Alignment, Lawful Good(LG), Lawful Neutral (LN), Lawful Evil (LE), Neutral (N), Neutral Good (NG), Neutral Evil (NE), Chaotic Good (CG), Chaotic Neutral (CN), Chaotic Evil (CE), Level,“to hit”, Damage, Experience Point, Saving Throw, Player Character (PC), Non-playerCharacter (NPC), Turn Undead, Spell, Arcane, Divine, Magic, Spell Resistance, Item,Equipment, Armor, Weapon, Potion, Rod, Staff, Wand, Scroll, Ring, Wondrous Item,Artifact, Cursed,d4, d6, d8, d10, d12, d20, d%, round, and turn.DESIGNATION OF PRODUCT IDENTITY: Product identity is not OpenGame Cotent. The following is designated as product identity pursuant to OGLv1.0a(1)(e) and (7): (A) product and product line names, including Castles & Crusades, Castles & Crusades: Player’s Handbook, Castles & Crusades: Monsters andTreasures, Castles & Crusades: Castle Keeper’s Guide; (B) logos, identifying marks,and trade dress; (C) all artwork, logos, symbols, graphic designs, depictions, likenesses,formats, poses, concepts, themes and graphic, photographic and other visual representations; (D) logos and trademarks, including Castles & Crusades, Castle Keeper, SIEGEengine, and Troll Lord Games, or any other trademark or registered trademark clearlyidentied as product identity by the owner of the product identity, and which specificallyexcludes the open game content.OPEN GAME LICENSE Version 1.0a: The following text is the property ofWizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”).All Rights Reserved.1. Denitions: (a)”Contributors” means the copyright and/ or trademark owners whohave contributed Open Game Content; (b)”Derivative Material” means copyrightedmaterial including derivative works and translations (including into other computerlanguages), potation, modication, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast,transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell,broadcast, publicly display, transmit or otherwise distribute; (d)”OpenGame Content” means the game mechanic and includes the methods, procedures,processes and routines to the extent such content does not embody the Product Identityand is an enhancement over the prior art and any additional content clearly identied asOpen Game Content by the Contributor, and means any work covered by this License,including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names,logos and identifying marks including trade dress; artifacts; creatures characters; stories,storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols,designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters,spells, enchantments, personalities, teams, personas, likenesses and special abilities;places, locations, environments, creatures, equipment, magical or supernatural abilitiesor effects, logos, symbols, or graphic designs; and any other trademark or registeredtrademark clearly identied as Product identity by the owner of the Product Identity,and which specifically excludes the Open Game Content; (f) “Trademark” means thelogos, names, mark, sign, motto, designs that are used by a Contributor to identify itselfor its products or the associated products contributed to the Open Game License by theContributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format,modify, translate and otherwise create Derivative Material of Open Game Content. (h)“You” or “Your” means the licensee in terms of this agreement.2. The License: This License applies to any Open Game Content that contains anotice indicating that the Open Game Content may only be Used under and in termsof this License. You must affix such a notice to any Open Game Content that you Use.No terms may be added to or subtracted from this License except as described by theLicense itself. No other terms or conditions may be applied to any Open Game Contentdistributed using this License.3. Offer and Acceptance: By Using the Open Game Content You indicate Youracceptance of the terms of this License.4. Grant and Consideration: In consideration for agreeing to use this License, theContributors grant You a perpetual, worldwide, royalty-free, non-exclusive license withthe exact terms of this License to Use, the Open Game Content.5.Representation of Authority to Contribute: If You are contributing original material asOpen Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights co veyed by this License.6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any OpenGame Content You are copying, modifying or distributing, and You must add the title,the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE ofany original Open Game Content you Distribute.17. Use of Product Identity: You agree not to Use any Product Identity, including asan indication as to compatibility, except as expressly licensed in another, independentAgreement with the owner of each element of that Product Identity. You agree not toindicate compatibility or co-adaptability with any Trademark or Registered Trademarkin conjunction with a work containing Open Game Content except as expressly licensedin another, independent Agreement with the owner of such Trademark or RegisteredTrademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any ProductIdentity used in Open Game Content shall retain all rights, title and interest in and tothat Product Identity.8. Identication: If you distribute Open Game Content You must clearly indicatewhich portions of the work that you are distributing are Open Game Content.9. Updating the License: Wizards or its designated Agents may publish updatedversions of this License. You may use any authorized version of this License to copy,modify and distribute any Open Game Content originally distributed under any versionof this License.10 Copy of this License: You MUST include a copy of this License with every copyof the Open Game Content You Distribute.11. Use of Contributor Credits: You may not market or advertise the Open GameContent using the name of any Contributor unless You have written permission fromthe Contributor to do so.12 Inability to Comply: If it is impossible for You to comply with any of the termsof this License with respect to some or all of the Open Game Content due to statute,judicial order, or governmental regulation then You may not Use any Open GameMaterial so affected.13. Termination: This License will terminate automatically if You fail to comply withall terms herein and fail to cure such breach within 30 days of becoming aware of thebreach. All sublicenses shall survive the termination of this License.14. Reformation: If any provision of this License is held to be unenforceable, suchprovision shall be reformed only to the extent necessary to make it enforceable.15. COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizardsof the Coast, Inc.System Reference Document Copyright 2000, Wizards of the Coast, Inc; A thorsJonathan Tweet, Monte Cook, Skip Williams, based on original m terial by E. GaryGygax and Dave Arneson.Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord Games;Authors Davis Chenault and Mac Golden.Castles & Crusades: Monsters & Treasure, Copyright 2005, Troll Lord Gamees;Authors Robery Doyle and Stephen ChenaultCastles & Crusades: Demo Light Rules, Copyright 2007, Troll Lord Games;Authors Davis Chenault and Mac Golden.Castle Zagyg is copyright Trigee Enterprises, 2007

CASTLES & CRUSADESWHERE ROLLPLAYING AND ROLE PLAYING MEETrun my games fairly consistently. All of my games combine intense interaction between the players and myself with quick-moving, heart-stopping combats.These many moments, actions, and interactions must be woven together over a night’s play through exciting storytelling and player involvement. When theItale is woven tightly, emotions are awakened, creating unforgettable moods. This is where “roll playing” and “roleplaying” meet, and the result is an electrifyingevening of gaming.Capturing a mood is difficult. It is a challenge to create the intricate interplay between a bartender who is bought and paid for by a thieves guild and a characterseeking to pry information from him. The task involves descriptive text, acting, accents and a great number of things. The sounds of sword clashing upon shield,of flesh and bone grinding against metal, all this against a background of a field awash in blood and combat are all demanding to capture in narrative. How doesone help players imagine the sound of a bow creaking as the arrow is drawn back? How does one make them fear that sound? The tale in the game must cascadeover the players, engulfing them in a wash of emotions: fear, rage, courage, elation. Once you’ve captured everyone’s emotions, the game is won! At that point,the game is pure fun, like a good movie – one where you forget you’re in a theater.The core of any game’s philosophy has to have the goal of creating and capturing a mood charged with excitement. Anything that detracts from that objectivedetracts from the game. How does one capture that mood? Foremost, the rules guiding game play must be easily understood. Ideally, the basic rules of the gameshould be easily grasped within about fifteen minutes. A player should be able to sit down with another player, create a character, and have the basics of the gameexplained to them in just that time. As a foundation, the rules must be kept simple and logical, easy to comprehend and easy to enact. Expanding the game comeslater, much like adding stories to a building. Start with a firm, square foundation and everything else follows.The game must be adaptable as well. Gamers are diverse people, all with different imaginations, different tastes, and different desires. They all want to play agame that suits their tastes. Those playing should be able to add, discard, and change rules and ideas to fit their needs without worrying about the effects thosechanges have on the workings of the rest of the game. There should only be a few hard and fast rules. Everything else is extra.The main impediment to these objectives is an overabundance of rules. A glut of rules unnecessarily restricts the flow of the story, and even worse, the flowof the game. Rules do serve a purpose—they codify actions and reactions during game play. However, rules can also impede the imagination. They can reducethe element of uncertainty and the emotions that come with it. They can describe too much, and thus hinder the capacity for narrative development for allparticipants. At its worst, codifying too much into game rules reduces emotion and mood. This misses the goal of capturing the emotions of the participants, andthen, you’ve lost the heart of the game! An efficient and concise set of rules allows an ease of play and adaptability, and is a necessary ingredient.A rules-light, adaptable game naturally engenders a gaming environment where one is bound only by imagination. When so unleashed, one can act withoutrestraint to create a gaming environment that is fun for all. That is the core of this game’s philosophy. That was the core of the original game. At its heart, it wasintended to be a fun game to play and this game adheres to the same philosophy. Castles & Crusades is not a realistic-simulation game! Castles & Crusades is afantasy game where imagination rules.2

QUICK START RULESCREATING THE CHARACTERith the exception of the Castle Keeper, each person playing Castles &Crusades creates a character to use during the game. To create thisWcharacter, the player begins by simply imagining the type of character he or sheATTRIBUTESAttributes represent a character’s physical and mental traits.desires to play, be it a wandering barbarian, reclusive wizard, travelling dwarf,noble elf, a dastardly villain or virtuous knight. The player begins by generatingattribute scores with dice rolls. Attribute scores define the character’s physical andmental traits. Next, the player chooses a class, or profession, for the character thatbest fits how the character is imagined. In the same manner, the player chooses arace which best fits both the persona and class desired. Lastly, the player fills in thedetails: examples include technical game-related aspects of the character, such ascombat bonuses, as well as the character’s persona and history. These steps areoutlined below and detailed in their appropriate sections.All characters in Castles & Crusades have six attributes:Strength (Str)Intelligence (Int)Dexterity (Dex)Wisdom (Wis)Constitution (Con)Charisma (Cha)Each attribute has a numeric score ranging from 3 to 18. Each attribute score alsohas a corresponding modifier, which is a bonus or penalty added to or subtractedfrom certain die rolls during the game as detailed throughout the rules.IMAGINE A CHARACTER: Decide, in a general manner, the type ofcharacter desired. Is the character a noble dwarf fighter, a haggard half-orcbarbarian, or a disdainful elf knight? Literature, film, theater and comicbooks are rife with examples of heroes and villains that players can drawupon for inspiration for their characters. Yet, as the creator of your owncharacter, you can build upon these examples to create complex villainousmontages or even more profoundly heroic and noble characters. Stretch yourimagination! Create the character as you imagine him or her to be. In theend, imagination is the only limit when creating a persona.There are two types of attributes: primary and secondary. Of the six attributeseach character has, the player selects a few to be primary attributes. Theremaining attributes are secondary. The distinction is important whendetermining the outcome of many actions in Castles & Crusades. When acharacter uses a class ability, such as a rogue attempting to pick a fat giant’spocket or a ranger tracking a brigand through a dark forest, an attribute checkis rolled to determine if the action is successful. Each class ability has anattribute check associated with it. If the class ability’s associated attribute isone of the character’s primary attributes, the character has a greater chance ofsuccessfully performing the task. The same principle holds true for the otheraspects of the game in which an attribute check is required.ROLL ATTRIBUTES: Each character has six attributes, generated by rollingdice. The attributes are: strength, dexterity, constitution, intelligence,wisdom and charisma. Each attribute has an impact on the game and cansignificantly influence class selection. After rolling the dice to generate thesescores, you can choose how those scores are placed. Naturally, it is importantto place the scores in a manner that reflects your character concept, desiredclass and desired race.Attribute checks are explained in greater detail later (see The CastleKeeper and the Game - Attributes and the Game). For now, just rememberthat the selection of primary and secondary attributes significantly affectsthe possibility of success for many actions in the game. Attribute checksassociated with a primary attribute are significantly more likely to succeedthan those actions performed with a secondary attribute.CHOOSE A CLASS: A class is a basic concept upon which the characteris modelled. This is one of the more difficult aspects of character creationbecause each class represents an archetype found in literature, film or withinroleplaying games themselves. Each class should be very broadly interpreted.It is possible to have wildly diverse characters that are members of the sameclass. Classes should be considered examples or technical extrapolations ofarchetypes that provide a broad representation for the type of characterdesired. This is necessary in order to accommodate the needs of the playerand the setting where the character’s adventures occur.THE SIX ATTRIBUTESSTRENGTH: This attribute reflects physical strength, including the ability to lift ormove heavy objects and make powerful attacks. The modifier affects melee combatand damage, and all checks for which strength is the primary influence. Characterscan military press 10x their strength and dead lift 15x their strength score.DEXTERITY: This attribute represents a character’s reflexes, manualEach of the thirteen classes has unique abilities and specialized areas ofknowledge:dexterity and hand-eye coordination, including the ability to dodge anddefend against attacks. The modif

This is where “roll playing” and “roleplaying” meet, and the result is an electrifying evening of gaming. Capturing a mood is difficult. It is a challenge to create the intricate interplay between a bartender who

Related Documents:

Rules database is the basis of the rules engine and it is a collection of rules files which are established by rules engine. Rules database is maintained by rules management and it is used by rules engine. (5) Rules Matching The first step is modelling with rules files in rules database. Then, it will match rules with users'

Classification Rules -MDR, Annex VIII MDR MDD Rules 1 -4: Non-invasive devices Rules 5 -8 : Invasive devices Rules 9 -13 : Active Devices Rules 14 -22 : Special rules Rules 1 -4 : Non-invasive devices Rules 5 -8 : Invasive devices Rules 9 -12 : Active devices Rules 13 -18 : Special rules

TRIAL RULES LR15-TR-1: RULES OF PROCEDURE Pleading and procedure shall comply with the Indiana Rules of Civil and Criminal Procedure, per rules, the Statutes of Indiana, and the Local Rules of Court. Administration of the Court shall comply with Jury Rules, Administration Rules and Administration and Discipline Rules.

1.1 Standard Rules (a) These Rules apply in addition to the standard game rules ('Standard Rules'). The Standard Rules, which may change from time to time, are set out in Appendix 1. (b) These Rules override the Standard Rules in the event of a discrepancy. Moreover: (i) games played under these Rules must be one on one, with both players

The resolutions were added to and became the York Rules in 1864 and the York-Antwerp Rules in 1877, a name which has stuck regardless of the venue of conferences leading to revisions of the Rules. What started out as 11 rules had grown to two general rules, seven lettered rules and 22 numbered rules by 2004.

ABS - Rules and Guides - 2017 The American Bureau of Shipping (ABS) has released new editions of its Rules and Guides for 2017. These include steel vessel rules, offshore vessel rules, yacht rules, barge rules, bulk carrier rules and high speed craft rules. Read more. Issued December/2016. IRClass - Technical Circular - Tuvalu

current edition of the rules by checking the year printed on the cover. Local Court Rules In addition to the state rules, most superior, district and municipal courts have local rules. These rules sometimes have requirements in addition to the state rules. It is just as important to follow the local rules as well as the state rules.

Chapter 2. LEAVE RULES Que. What are the types of leave rules. Ans:- 1.Company Leave Rules. 2.Fundamental Leave Rules. 3.State Railway Leave Rule 4.Liberalised leave Rules,1949 Or Central Pay Commission Leave Rules. Presently Liberalized leave Rules are only applicable. Leave cannot be clamed as of right and leave of any kind may be refused or .