Thursday, January 15, 2026

Conan RPGs

I was looking at Monolith's new Conan RPG, and the book and rules look nice. They went rules-light with this system, and I like that approach. Getting people to even try a new game outside of 5E is impossible these days, so you need to go rules-light, 5E-like, or OSR, or forget it.

The system is a "roll a die and add a number" system, not a d20 system, so it is very easy to learn. There is also a stunt die rolled alongside checks, like a Savage Worlds wild die. Monsters are engineered to be easy to handle, with minions mostly going down in one or two blows. Record-keeping is minimized.

For Conan, this feels right.

I liked the 2d20 game, but the system was too heavy for me for sword and sorcery. The Modiphius Conan game is a memory, the license is done, and the company moved on. The new game may be a better fit; just grab some dice, quickly create characters, and go. Do I need a rule system hundreds of pages long for Conan, with talent trees? Deep character builds, and tons of rules support? Not really.

I liked that this attempted to do so and commend them; and many still enjoy this system. The art is also amazing. It just did not feel like "what Conan means to me." When I play a savage swords game, the rules should not be something that takes months to learn.

The entire genre is based around "action now, talking later," as Conan would say.

But I do like the cover of the 2d20 version of the game the best. Conan and a Frazetta heroine are front and center. The new game's cover isn't bad, and it has an "adventuring party" vibe more than a solo hero feeling.

It sucks when companies lose licenses, and we lose the ability to collect and purchase books.

We have games in this genre that do it well, including the excellent Hyperborea. This is a spiritual successor to one of the best Conan games of all time, the 3.5E version of Conan, and it still rocks hard today. This has evolved into a wider, genre-inspired entry in the savage gaming sphere, mixing Conan-inspired elements with science fantasy, and it holds up well.

I will exclude the "wannabe" Conan games that are "close, but no cigar," which include a fighter or barbarian option, and focus more on the traditional kitchen-sink fantasy options that all games deliver. Sure, you have Conan art for the barbarian. Still, you are not a Conan game with all those parrot people, frog people, fox people, and other Richard Scary cozy character races tromping around in the default assumed setting.

DCC is a borderline Conan game, taking inspiration from it and delivering on the genre's tropes, but at times I feel it's more of a throwback tribute to late-70s and early-80s RPGs, mixed with satire of the hobby and era. It is a fun game, but calling it Conan at this point feels like a bit of a reach, given how much more it delivers. DCC started in the swords & sorcery genre but found its own identity beyond it.

GURPS Conan is a lot of fun; if you are into GURPS, this is worth checking out. I love the GURPS realistic combat system, and the characters are incredible to design and play with. This one is worth a mention, and you can still get the PDFs for this, along with a few solo adventures.

Tales of Aragosa is also a strong contender for a modern Conan-style game, and its rules, classes, and vibe fit the genre. This is 5E-like and a successor to Low Fantasy Gaming, and it delivers a great, savage sorcery and blood-spattered battles feeling. There is no science fantasy in here, and it is all just gritty, steel and sorcery, blood-spattered battles, and crawling into the dark bowels of the Earth to battle ancient evils sort of gaming.

Aragosa goes as far as to rename the classes to fit the mood. You aren't a cleric; you are a cultist. I love this thematic rebranding of the concepts and the way it marries the savage mood to the game's language. If you are not theming your game's writing to its genre, making the language fit the mood, what are you doing writing games?

Gygax knew the art of language needed to match the art of the game.

Too many games deliver an AI-powered, business-language style that's quite boring, with everything sanitized and too clean. Even the word "barbarian" gets censored as "culturally insensitive," and we end up with role-playing games that sound like Microsoft wrote them for Fortune 500 companies using Copilot AI. If a game is supposed to inspire our imaginations and take us into new worlds, why are you writing this with business-neutral PowerPoint presentation language and boring the audience to sleep?

Today's games ship with evocative, beautiful art, but writing that bores me to tears.

Also, if you put the word Conan on your game, you'd better have some Frank Frazetta-like art on there and not censor it. Sorry, this is Conan. You don't get to deface greatness and insult a legend. Pay your dues and be brave; otherwise, cowards do not deserve to walk the field of battle with Conan.

I am following Monolith's new game and may check it out.

Tuesday, January 13, 2026

Crowdfunding Trio!

We have a trio of great crowdfunders today! First up is Pinball Crawl Classics from Goodman Games:

https://www.backerkit.com/c/projects/goodman-games/old-school-adventures-1

Next up is Night Hunters for 5E and Tales of the Valiant:

https://www.kickstarter.com/projects/deepmagic/night-hunters-gothic-horror-for-tov-and-5e-dandd

Adventures Dark and Deep Book of Fell Wisdom is a wonderful expansion for the premier 1E retro-clone.

https://www.kickstarter.com/projects/brwgames/adventures-dark-and-deep-book-of-fell-wisdom

I am onboard with all three. This is a good day for crowdfunding, bad for my wallet, but I am a fan, and they earned my support.

Castles & Crusades: Classes

While in the base Castles & Crusades Reforged book, there are 13 classes, in the Player Archive, there are a total of 36 classes (repeating the 13 base game ones, so 26 new ones), and in Amazing Adventures, there are 16 more (repeating only 2 of the ones found in the player archive).

This gives us a total of 50 character classes.

With these, we can multi-class (advance in two classes at the same time), for roughly 1,225 combinations (50 x 50, minus the disallowed same-class multiclasses, divided by two since the reverse combo is the same as the first).

We can also class-and-a-half, and this works both ways, so we get another 2,450 possibilities.

So we are talking about a total of 3,675 (very roughly) possible class combinations using both, for just two of the 50 total classes across the two games. Now, you can also triple-class (or more), and the number of combinations becomes truly insane. My numbers are just for two classes.

Just using the core C&C player's book, we have 78 multi-class possibilities, plus another 156, for a total of 234 combinations. What matters isn't the number of combinations, but how they combine and if the end result is worth putting together. Many of these combinations can describe characters with a wide variety of builds, and I can put together classes that synergize very nicely for many types of characters.

Want to be that fighter/wizard/rogue? Or an assassin/ranger? A bard/illusionist? A barbarian/cleric? Combine these with a race selection, and even in the base game, you have almost infinite possibilities. Combine these with custom races, and my mind spins with how many different character types are possible.

For example, I have a character for whom an illusionist/bard would be a good fit, but she is more of an illusionist than a bard. I would probably do a class-and-a-half illusionist/bard for her, saving the high-level bard powers for the "pure bard," but still giving her that element of music to her class, while focusing fully on illusions. This keeps her XP/level within reason, while still keeping that musical element to her illusions and class powers.

I get that class-dipping 5E is potentially more combinations, but there is something very fun about crafting a multi-class build in C&C and knowing how your powers will progress. But the overruling aspect of this is quality, not quantity. 5E classes tend to be more in-depth than a comparable C&C class, with OSR-style classes being the least in-depth.

The C&C classes hit the right amount of depth for me, and the SIEGE Engine covers the rest. If I need a new "class ability" for a bard, make a check for it and let it be. I don't need it written down in some subclass ability or buying an expansion for 70 dollars and not having it in my online character designer.

The "gardeteeer/powered" character from Amazing Adventures can cover a lot of ground. For a class that slowly mutates or gains powers, like a sci-fi mutant, demon, dragon, or angel that grows into powers, or another class that gains spell-like abilities as they level, this is perfect, and it multi-classes very well. Have a cleric that is slowly turning into an angelic valkyrie? Multi-class cleric/powered and slowly unlock powers. Make these unlocks a part of the story, and pick powers that fit the theme. By level 5, if you saved up enough power points, you could get their wings by buying a "fly" power.

C&C and its classes, combined with the multi-class system, especially if you know how to work the combinations and options, are far more expressive and powerful than your average OSR game or BX implementation. Amazing Adventures opens up a lot of flexibility and is a great addition to the system that covers many genres.

Sunday, January 11, 2026

Poor Timing on My Part

The same day I pull my Castles & Crusades books out of the closet, the Tales of the Valiant Player's Guide 2 PDF drops to backers. It is like the 5E universe is trying to send me a message and pull me back into the fold. The timing is far too strange. I was just mentally getting prepared to bring C&C back to my shelves, and this drops?

It is silly to think this was intentional, but it just highlights my terrible timing in life.

I was thinking about C&C. I have a few shelves of BX, OSE, S&W, and OSRIC books, and I was looking to organize them. The reforged copies of C&C were always out, sitting on a spare storage shelf and waiting to go with the other books in my closet storage crates. I had C&C in those crates to give other games room to breathe, since C&C is a game that will end play for every other game around it. C&C is just that good.

Why did I pull C&C out?

I have an issue with games being so in-depth and complicated, and requiring character designers for complex characters, that I never play them. The choice comes down to: do I think about playing a game, or actually play one? Even Shadowdark requires a map, player markers, and a torch timer. GURPS needs a hex map and a detailed character build. 5E needs a VTT and web-based character sheets.

C&C needs a character sheet the size of an index card.

All the rest is theater of the mind.

If I am not playing any of these, if I choose a game where all I need is a few 4x6" cards and some dice, and I sit at a card table with a book or two at my side, then I can play. There is no book reference, no looking up charts, and no complicated collections of action types and abilities.

C&C is easier than Shadowdark, OSE, and many other rules-light games.

Yet it provides a complete 1E-like experience.

Castles & Crusades is a game that throws out every chart in the OSR. We begin with the ability score charts, one for each, with columns of esoteric modifiers and adjustments for bending bars and lifting gates, number of followers, system shock, maximum languages, hit die modifiers, and all the pedantic OSR ability score modifiers columns every game loves to include. C&C needs none of those charts.

The huge list of saving throws in OSR games, one for two types of magical implement, and all the other very specific categories? We need one chart per class, and leveled all the way up. Every time we add a class, we add a new saving throw chart. All of those are gone in C&C, replaced by a straightforward ability check system using the SIEGE Engine.

The huge thief ability chart? Gone. The bard ability charts? Gone. At most, each class gets a level chart that tells us a few key pieces of information, and when different class abilities are granted. Otherwise, ability scores do the rest of the work. I can see why this was the last game Gary Gygax was involved in; it reduced the D&D concept into an easier, more accessible form.

You play from your character sheet with near-zero book reference.

Your ability scores matter.

5E is similar to C&C, since 5E borrowed the "one chart per class" concept of the game, and did the entire "leveled class abilities" thing. Where 5E stumbles is in its subclass design, which muddies the class's identity and fails to let strong multiclassing handle that level of customization. In contrast, C&C's classes were designed to be multiclass, not in a "pick a new class every level" sort of way, but rather you will always be a "fighter/wizard" at the game's start, building your XP chart, and slowly gaining the abilities of both classes. There are no "one-level dips" in C&C to steal a few class abilities to break another class with; essentially, the game design of 5E relies on exploits.

C&C has classic multiclassing as intended. It is a far better system than 5E's chaotic, idiotic level-dipping mess. I can be a "class and a half" illusionist-bard in C&C, and it means something. I chose that to start, and I will be that all the way.

In many ways, C&C is not an OSR game, but an entirely new one. It may share the math, combat, ability score, and other numbers of the OSR and remains compatible with the adventures there, but the rest of the game is brand-new and so different that what it throws out defines the game. Just the best parts, the character classes, spells, magic items, and monsters, are kept, and all the reference charts are thrown out. 5E would do well to copy C&C more and start throwing out huge sections of the rules, starting with the multitude of action types.

Many parts of 5E serve no good purpose other than to slow down gameplay and require constant rules reference, serving the game designer's hubris and need to force players into a book rather than into a live, immersive world and real-time decision loop. This is one of the flaws of Dungeon Crawl Classics; the game needs the core book's charts as training wheels to create an authentic old-school experience.

I love DCC, and the charts are the only way to communicate to today's players "what it all was about" back in the day. But for those of us who were there, we don't need the charts and find them limiting on our imaginations, which go far beyond what can be printed in these books.

5E is a different type of game. It is designed for competitive play and those who need rules to manage the insecurity of playing with complete strangers. Honestly, Pathfinder 2 does a better job providing rules frameworks for social play, and 5E is sort of a middling game that tries to be everything to everyone.

5E requires you to flip through the book for every action attempted, forcing you to check action types, see if different things combo, and taking you out of the game world and putting you in the rules world on almost every turn of play. Your mind is 10% in the dungeon and 90% living in a book outside the game. You could make the argument that 5E is not a role-playing game, but a 1970s wargame with roleplay elements. 5E is closer to Advanced Squad Leader than it is to Dungeons & Dragons.

In C&C? My character sheet is in front of me. A list of class abilities and spells is there for me to consider. I have my equipment and weapons. My ability scores are ready to use. That's it. I am "on the metal" with my decision tree. I do not need to open the book or check action types to figure out my next turn or plan of attack. The game doesn't have "infinite cantrips," so spells are rare and powerful.

What I have on my character sheet is it. No rulebook is going to save me or define my actions on a turn.

What I see is what I have.

Otherwise, I am immersed in the world and must pay attention.

If my druid casts entangling vegetation on a group of goblins, I may just rule as a C&C referee (Castle Keeper) that the encounter ends if the druid flees, and just "give them that." Single-use spells should be ruled more powerful and narratively impactful. That spell is once per day; give the incantation its due.

Spells in C&C and old-school games are magic.

In 5E? I need to sit there and make rolls to escape every turn, follow the rules to the letter, and play this out to "maximum rules coverage." I could make that old-school ruling in 5E, but by the letter of the rules, the game defaults to rules-based simulation more than to storytelling. Spells you can get back on a short rest, or fire off on every turn? Really, they don't mean as much anymore and have far less impact on the narrative.

Spells in 5E are powers.

Note the subtle difference there, as it means a lot.

The legacy of Wizards of the Coast and the influence of Magic: The Gathering on the D&D's design is clear. The experience is less a role-playing game and more one that relies heavily on rules and tournament-style play. Modern D&D is rules over immersion.

C&C is a game that tells you, get your nose out of the book, stop endlessly trying to cheat the game's rules, stay engaged, stay immersed in the world, and keep making in-character choices. Shadowdark is very similar, and this is why that game does so well. Players stay engaged and in character. Nobody is stuck in a book, finding a rule or chart. The referee and players can use their imaginations to create "the old school flavor and immersion." If something old-school and strange happens, it will be because of someone's imagination, the referee saying "that's cool, allowed," and not a random chart result.

The more a game expects you to stick your nose in a book, the less fun it is.

But some players will say, "But I like the extra rules!" To which I will say, "I don't care." C&C is rules-light, but it has enough rules to cover everything that it doesn't feel like a traditional rules-light game. Every rule, skill roll, saving throw, class ability, and situation is covered by the game's fallback system, the SIEGE Engine. It all comes back to your ability scores, making them matter again.

With the Player's Guide 2 drop, the book is sort of worthless to me until I have this on the Shard Tabletop, "so I can start using it." This is the world you get stuck in with 5E. A book isn't "real" unless you own a digital copy somewhere to use on a paid character designer. And you are forced to buy it twice. It is nice to read ahead and plan a few builds, but the book's arrival in PDF form is a non-event beyond reading material. I am so dependent on Shard that until I can "pay for it again there," the book is meaningless.

With 5E, it is always, "Did you pay for it twice?" No? Well, then, you can't use it.

We are so used to the rip-off that we can't see it anymore.

I like 5E, but the forced computerized character sheets are terrible. The 5E business model is exploitative and sucks, and it approaches insurance company levels of terrible. ToV is the best 5E clone out there, but still, there are moments when I wonder why I even bother. It is a good game, but the hobby is in a sad state. Still, I will likely buy this again on Shard, since I support them.

With C&C? No character designer needed. I can go back to my OGL books, pull in classes there, and use them, or combine them in multiclass builds. All my old books are perfectly usable, even with Reforged. People without Reforged can play in the same game; it is just a handful of name changes, and all the old books are 100% compatible. Reforged did a better job "cleaning the game" than Pathfinder 2 did with the Remaster, where parts of the world felt like they were lobotomized and entire races removed from the world.

Having the ToV Player's Guide 2 PDF is nice, but I really don't "have" it until I pay again somewhere. It is another "book of rules" which will slow down the game. The options are great, but the design is still inferior to a game designed to play "reference-free." Where 5E is the Blackberry with the physical keyboard and clunky design, C&C is still the iPhone with a minimalist design but high ease of use.

With C&C, all I need to do is own a book to use it.

Saturday, January 10, 2026

Mythmere Games Acquires White Star

https://jamesmspahn.substack.com/p/mythmere-games-acquires-white-star

You know the OSR is hot right now since we get this type of news. The publishers of OSRIC and Swords & Wizardry bought the rights to the White Star RPG, and they will be releasing a new version this year or next. The original creator is still onboard. Head over to James Spahn's Substack for more info.

A refreshed, updated, and improved White Star RPG is coming? We are getting more classic BX science fiction?

Sign me up.

The OSR is cool right now, and the place to be.

Friday, January 9, 2026

Playing vs. Not Playing

The battle these days is between playing and not playing.

I will be a huge fan of a complicated game, such as 5E, Rolemaster, Palladium, GURPS, or any of the other, pore over and worship the books on my gaming shelf shrines, and never play the games. GURPS, I still manage to play among them all, but some are clearly shelf-worship.

So in walks Castles & Crusades. I put this game in a closet for a reason. It will kill the playtime of other games, most notably 5E, Swords & Wizardry, OSRIC, and OSE. I like to read and cover those games, but C&C will just subsume and absorb all the playtime and attention that would have gone to them, and take it for itself. C&C is that good a game.

But I can play this. It only takes a 4x6" index card for a character sheet. A short list of spells and equipment, and I am good to go. I don't open the book when I play. There are no charts to reference, so special rules to look up; everything is handled nicely by the SIEGE Engine, and the game plays very smoothly while remaining expressive and maintaining detail and crunch.

The game plays any adventure, and is mostly math-compatible with any OSR, BX, 1E, 2E, or White Box game's adventures. For 3E and later adventures? Simply use C&C monsters and keep the adventure structure. For traps and challenges, use SIEGE Engine and best-guess damages, and the rest of the dangers. It isn't hard.

C&C has the same "pick up and play" factor as OSE or Shadowdark. Grab a character sheet and go. It is so easy to start, pick up, play, and put away again. Getting started again is near-zero effort. It is easy. Picking games that I can maintain and play is the difference between playing and not.

In contrast, logging into a character sheet program, fiddling with the build, printing out pages of character information, making sure all the points and choices are legal, sorting through options, programming in options that don't exist in the book, and doing that for each character in the group is so much work that it kills games for me. I have to stop and ask myself, "What am I doing?"

I will never be able to manage this for more than three characters. It will kill my game. At this point, I am better off developing my own game than wasting my time with someone's character sheet program, online or not. I will get as much done, even if I never finish programming a game.

And the game is highly hackable and moddable, even more than OSE. The structure of the game can be changed, the awards, the ability score modifiers, magic, spell points versus Vancian, the SIEGE Engine itself - everything can be modded. The CK Guide is a hacker's guide to the entire game, giving us the freedom to tweak and modify the game's engine to play exactly how we want.

Don't like the huge difference between Primary (12) and Secondary (18) target numbers? Introduce the approved option to create three levels for Primary (12), Secondary (15), and Tertiary (18) levels and smooth out the curve, while still keeping balance, but enhancing choice. It is slightly more in-depth, but it fixes a few "all or nothing" problems some feel the game has at lower levels.

Want to fix the game even more? Use the optional rules for secondary skills and feat-like advantages to further customize your character. Want a cleric with wilderness survival? Choose a survival skill as a skill, and all checks with that will be at a Primary level, modified by ability score and level, as usual.

Want a system of advantages and disadvantages? Use the game's existing "advantage" system for feat-like picks, and create penalizing "disadvantages" to buy off equally powerful "advantages," and you are done.

You can create a demonic corruption system with this, with a "must be evil" disadvantage (with self-control rolls based on WIS saves), balancing off a "demonic wings" advantage that grants flight. Pace these pairs out as corruption increases, and you are done with this system. In extreme cases, force them to dual-class with a caster and give them evil spells as "rewards." You can even dual-class later on, and if they are behind, force them to catch up before levelling begins as normal again. Just figure the current XP total versus the old, subtract the difference, and force them to level up the deficient caster class until it catches up.

A few small hacks save us hours of designing characters in other games, pages of printouts, custom code hacking into program data files (if it is even possible), and endless wrangling of points and build options. The time and energy saved by a hackable game like C&C mean more playtime and an easier return to the game.

And C&C does Greyhawk, the Forgotten Realms, Mystara, Dark Sun, Ravenloft, Dragonlance, Birthright, and all the classic settings equally well. There is no need to convert; all the classes and spells fit perfectly, and the monsters are there and fully ready to go. Just make a story and go. The red dragon attacks with the Orc mercenaries. You find a +2 warhammer and a fireball scroll. I have it all. All the boxes are checked. I am not converting a thing.

I am just picking up my character sheets and getting ready to play.

Part of the beauty of Castles & Crusades is forgetting all these other games exist. It sounds like a bad thing, but it isn't. You don't need any of them, their overly complicated systems, the endless crunch, the strict rules, the pedantic charts and tables, and the fragile structured builds. The differing interpretations of BX, White Box, 1E, and 2E are gone. The language of fantasy is standardized on one system. Nothing else is needed to play a fantasy game.

Just this game.

Thursday, January 8, 2026

Mail Room: Player's Guide 2 (ToV)

The Player's Guide 2 was released today for backers, and I am enjoying this. More soon.