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.























