Thursday, January 29, 2026

Video: JAGGERTIME #1 PROTEST PURCHASE

"Put some metal sword and sorcery in your life. You'll be better for it."

I love this guy, and the DCC community is stepping up to discuss the "should DCC be simplified?" feeling that some have. There is some NSFW language here, but I love this; that is what gives us Gen-X gamers texture, spice, and grit.

What I love about this video is the "less is more" versus "more is more" comparison. Not sure what that is? Watch the video all the way through, like, and subscribe. This guy is cool.

This comparison nails it.

Winner.

Wednesday, January 28, 2026

Castles & Crusades Players Handbook – Collector’s Pack

https://trolllord.com/product/castles-crusades-players-handbook-collectors-pack/

Oh, this is beautiful. Troll Lord Games is coming out with a Castles & Crusades Players Handbook – Collector’s Pack, with a new cover and the 11th Edition printing. Nothing has changed, which is wonderful, but we are getting a new cover!

There are some other nice things in here, such as a coffee mug, canvas printing, a mouse pad, stickers, and a few other goodies to be revealed. The preorder is up now!

The best dungeon-crawling game just got better.

Tuesday, January 27, 2026

GURPS is Beating 5E for Me Now

While I love 5E and Tales of the Valiant is a strong implementation of the system, for the types of stories I tell, GURPS wins hands down. The 5E character sheets get too long, they are too much, and I find myself flipping through over a dozen pages of information (every turn) just to run a character effectively.

With GURPS, my character sheet is a single, double-sided character sheet. If I am going onto a third page, that is a complicated character. Rarely do I need four sides of a sheet of paper. And 90% of the information I need is on the first page of that sheet.

No wonder 5E player turns are 30 minutes long for some; they are reading a short story just to process their turn. Shadowdark shines in comparison. Why does 5E have such huge character sheets? Do a PDF printout from the Shard Tabletop of your sheet and count the pages, especially for characters above 10th level. Multiclass characters are worse. Subclass features can have special rules that are found nowhere else in the book.

With GURPS, all of the rules are in the books. Your character sheet only contains choices and the numeric values that affect them.

I used to feel GURPS characters were the complicated ones. Now I am not so sure.

With 5E, all of the rules are on your character sheets, and it reads like a rulebook. I own games with shorter page counts than some 5E character sheets.

The multiclass problem hits me hard in 5E, especially when a character changes their lifepath mid-arc. A scout (ranger), who later becomes a knight (paladin)? I am leveling up as a ranger, then need to swap, and I am overall weaker than a paladin who started at first level, but has some ranger utility? I have overlapping choices? I will never get my 20th-level ability?

With GURPS, it is no problem, just start training in the new areas and organically grow. Whatever you spend your character points on is what you get. Want an "ultimate paladin ability?" Go design it with a superpower, and be the only one in the world with it.

It is near-impossible to fit my ideas into a rigid class-and-level system. Multiclassing makes things worse.

Sunday, January 25, 2026

Digital Only and Partnered Releases

The trend of "digital only" DLC for D&D sucks. Now, we are expected to buy our games from only one storefront and never have a physical copy? Not even a PDF that will last beyond the life of D&D Beyond? When the website shuts down, is it over? Like D&D 4's errata and online character creation tools, gone forever?

The partnered content, too, does not feel great. Are we getting no hardcovers from now on? Have we moved into a "no announcements, DLC only" model of releases? Are these D&D Beyond-only releases, too, without PDFs?

The game has taken a turn for the worse. Even if I were still giving them a chance, I would be very unhappy about the state of affairs. Yet D&D YouTube pretends "this is fine," and there isn't much alarm there as they pray the golden goose doesn't die anytime soon. It is a tough position to be put in, and you pray another game takes off in popularity and sustains your viewership.

Even criticizing the current state of affairs will breed negativity and force viewers away.

If I want to play 5E, I have Tales of the Valiant or Level Up A5E. I have books, PDFs, crowdfunding campaigns, and everything the "market leader" isn't giving me. Ten-year-old books still work with the Open 5E version of the system, and newer stuff works, too. ToV offers greater compatibility, seamlessly working with existing classes and subclasses.

Since I adopted ToV as my "long-term support" 5E, I have been happy with the system and support.

All my Wizards D&D books are in the garage. Even the monster manuals and campaign books.

I am just happier where I am.

Saturday, January 24, 2026

FTL Nomad Thoughts

What a cool game.

FTL Nomad is sort of an evolution of the "2d6 space game," but rules-light, built for speed, and licensed under CC BY 4.0. The entire system forgoes ability scores in favor of a skill-plus-talent system. You also get a character archetype, which is like a class that gives you a special bonus.

The game uses a single target number of 8, and a unique XD6 dicing system, where advantage and disadvantage dice cancel each other out, and if you are in the negative, you roll whatever is left and take the two lowest, and if you are in the positive, you roll whatever is left and take the two highest. Skill level is added to the end result.

For example, a net -2D difficulty on a 2d6 skill roll means you roll 4d6 and take the two lowest dice. A net +3D difficulty means you roll 5d6 dice and take the two highest dice.

Damage can also gain advantage or disadvantage, and while it is capped by the number of damage dice, taking the highest or lowest still counts.

The system is fast, elegant, stays out of the way, and preserves a single target number. Many 2d6 games have a target number for each difficulty level, but here it always stays 8. Difficulty adds or subtracts dice. Some report this is an excellent storytelling and roleplaying system that stays out of the way.

The game has seven skills (but optional rules in the first expansion can expand that list to 14 or 20), but the basic game stays simple and focused.

The game features starship combat, aliens, robots, world creation, encounters, creatures, vehicle combat, and everything else you need in a science-fiction game. The rules for each are simple and straightforward, built for speedy, consistent, rules-light fun.

Where traditional 2d6 games follow the attributes plus skills system, this dares to do something different, and it works incredibly well. It does not get bogged down in attributes that mean little in play or exist only to modify rolls when very high or very low.

Do You Have the Skill for That?

One of the defining differences between Castles & Crusades and most other games is the lack of a skill system, though an optional one is available. The game eliminates the referee question, “Do you have a skill for that?”

This streamlines play to a degree I don’t think many designers appreciate. The system works on assumed knowledge. If the roll is skill-like and “something your class should know or do,” then add your level to the roll. If not, don’t. You could disallow the roll or penalize it. The system is elegant and simple.

Skill-based games have this “do you have the skill for that” question on almost every roll, inserting an extra referee question and player character sheet check in every die roll in the game. It gets cumbersome and tiring, and some games go to a pedantic level of depth for every action, requiring skill rolls for searching, spotting, and bifurcating every sense and type of searching into a separate skill.

How do you get “trained in seeing something” anyway? While yes, there is honing your perceptual abilities, it goes way too far into levels of depth that should just be covered by a simple ability score roll, if needed at all, and the game should move on. If a player guesses the correct place and thing to search, no roll is even needed.

Some games force unnecessary dice rolls, and they suffer for it.

Some games go to such a deep level of simulation detail that they suffer for it.

Castles & Crusades does a beautiful job of erasing the need for skills. Is this a skill check that your class should know something about? Great, add your level to the check, and you may get a bonus. Is it outside your character’s realm of knowledge? No level is added, and there could be a penalty on it if the roll is even allowed.

Wednesday, January 21, 2026

Add Conan: The Hyborian Age to the Hot List

Wow, interest in Castles & Crusades and the new Conan game from Monolith is super-hot right now. Hits on all my C&C and Conan articles are exploding.

They are great games, I am not really surprised, but wow, we are at six times the average traffic right now.

Like DCC, C&C has a cult following hungry for news and content, and the Conan game does as well.

Castles & Crusades is Hot Now

My hits are way up for Castles & Crusades articles. I suppose this game is not "really" in the OSR, and many are using it as a replacement for 5E. I can see why, it is quick, simple, does the "D&D thing" and does not require much in the way of computerized support.

I am beginning to feel that if your game requires an application to design characters, then you are no longer a pen-and-paper role-playing game. You are a wannabe computer game that lacks application code and a GUI. If you had the budget to make a computer game, that is where you would be; instead, you load the complexity of designing software onto other companies or the community.

Sunk costs can do amazing things, like get the community to write application software for you for free.

Castles & Crusades needs none of that. I can create a character in 5 minutes on a piece of notebook paper. My group does not need a "session zero" since we are playing in about 15 minutes. Any game that needs a "session zero" where it takes 8 hours to design characters has a serious design flaw; it is offloading unneeded work onto the players.

Imagine Monopoly taking 8 hours of session prep.

You would get a subset of players who love to go into autistic detail, trying to justify why setting your firm's "bank interest rate" and "subprime mortgage exposure" are needed details for Advanced Monopoly, along with 200 other financial factors you need to calculate for your firm. Not to mention the need for a collection of character cards for your firm's personnel and their salaries, along with going through several hiring phases.

You need three hours to set up the city's economic status indicators and the city government, since that affects housing and building, too. Along with the country's broader economic context, the optional Wall Street expansion gives you an add-on board that lets you play the market, the Federal Reserve expansion board simulates the economy, and the Futures Market board simulates another part of the economy. By the time we get to the Big Oil and Auto Industry boards, we are left wondering why the focus on building houses on Baltic Avenue has been lost in the shuffle.

That reminds me of a certain game....

D&D has gotten too detailed and complicated. It rivals GURPS in complexity. With C&C, dungeon crawling is a game again that you can pick up and play. Without all that detail, subclass options, action types, and magical attacks, my characters feel more focused on "character and story" and less on "rules and builds."

No wonder hits are up for C&C.

You can play a dungeon game in a few hours, start to stop, and you don't need to be constantly sifting through rules. This is almost exactly like a 2d6 science fiction game, like Cepheus Engine. You can get started in 15 minutes, have characters good to go, and start playing in a future universe quickly and without endless rules reference.

These massive games have a shelf life of 7-10 years, and then they collapse and die under their own weight when people no longer have time for them. While they are hot, they are fun. When the bubble bursts, we are left with piles of books and cardboard pieces that people no longer have the time to play with. I still love my books and pieces, but a part of me knows the magic is gone and the era is over.

C&C has lasted so long because it is, at heart, a simple game.

Simple games endure much longer than these games designed to be an all-encompassing lifestyle.

Tuesday, January 20, 2026

Castles & Crusades: Speed of Play

I could play Old School Essentials, Shadowdark, Swords & Wizardry, OSRIC, Labyrinth Lord, and even Adventures Dark & Deep. I could play other swords & sorcery games such as Rolemaster, Palladium Fantasy, Dungeon Fantasy, Dragonbane, Dungeon Crawl Classics, Pathfinder 2, and many others.  I could play 5E with Level Up A5E or Tales of the Valiant.

None of them "get out of my way" and have the speed of play as Castles & Crusades. No saving throw charts, no tables of thief abilities, no pages-long class descriptions, no spell charts (though those are fun in DCC), and the game plays from a character sheet the size of an index card, and it is a pure "get in and go" game. Where DCC brings a lot of fun to the table, the emergent play and imagination of that game are a close second to C&C's speed and ease-of-play.

If you have an issue with the SIEGE Engine, just use the primary, secondary, and tertiary ability score system in the Castle Keeper's Guide. This way, you get a nice, smoothly stepped feel to your ability score target numbers (12, 15, and 18; instead of 12 and 18) and you have better chances of success in a few more areas, giving you more choice and rounding out your characters better.

For the longest time, I had this feeling my "pulp-adventure cleric" build in C&C, with primaries of WIS, CHR, and CON (target number 12), had to sacrifice DEX, INT, and STR to the terrible target number of 18, and they could not creep along edges or kick down a door. She felt helpless in ways I did not expect, and in a point-buy system like GURPS, these are the areas you would buy 2 or 4-point skills in "just to cover" and not be helpless.

With the tertiary system, I can set STR and DEX to a target of 15 as my secondaries, and leave INT at the worst tertiary target of 18. Now, she feels more capable, and while every target number is not a "best in class" 12, those times she has to jump a pit, balance, or force open a door feel better, and I have a chance of making it happen with those 15's, especially when level and ability score modifiers are factored in.

If you are doing pulp games, think about that three-tier ability score system seriously.

Yes, I could just throw a positive modifier on there, but I hate having to modify every roll. The unmodified rolls should feel achievable at level one, and as she levels up, the challenges can increase. It helps that C&C is such a moddable game, and the CK's Guide has so many excellent suggestions for turning the game into whatever you want.

I still like the build options in 5E, but it is a typical modern design. With today's game designers, they need to specifically lay out every choice clearly, like they were programming a computer game, and the machine expects clear rules on exactly what the option does, when it can be triggered, what happens when you have it activated, and every special effect and game change it produces. This leads to a horrendous overdesign of the entire system, where the game reads like a pen-and-paper computer game.

There are times when I am in the mood for that, and other times when I am not.

C&C is a 5E-like design with leveled unlock class powers, but it does not go into subclasses or choices within the class. For that level of customization, use the multiclass system. Also, if you need to "invent" a class power or ability, such as a bard's "ability to identify music," you would simply make a SIEGE engine roll. In 5E, you bet some designer would make a subclass around identifying music, and then all of a sudden, every other bard can't identify a song once that subclass is added to the game. The more you add to 5E, the worse it gets for everyone else.

The same thing happened in Pathfinder 1e when they introduced social feats, and you needed a special feat to negotiate the end of a war. That is "story stuff," and it does not belong in the rules, nor should it ever be in a character design. Before that feat was added, negotiation could be handled by anyone. After that, only those with the feat could negotiate the end of a conflict. It is an exaggeration, but the net effect was this absurd, rules-induced paradox.

It also shows the dangers of trusting modern game designers too much when they rely on the MMO model of balance and design. MMO designs never last and must constantly be refreshed and rebalanced. D&D will probably be refreshed every few years just because of this design model; it has to be, since all MMOs break and need constant rebalancing. It is not an evergreen game since modern MMO designs are tied to iterative rebalancing and refresh releases.

We are stuck with D&D [YEAR] forever now.

They will sell through 7 years of books and reboot the rules forever.

C&C has not changed since its original release more than 20 years ago. Classes have been added and optional rules released, but it hasn't changed all that much. The design is a solid compromise between D&D 2.0 and 3.0. It does not use MMO mechanics. It just works as a solid design.

Good things last the test of time.

Saturday, January 17, 2026

Design: Older Gamers Do Not Have the Time

This video is from last year, but it relates to the Conan RPG I am interested in. Designer Matt John speaks with the official Conan the Barbarian channel about the game. Around 6:40, he says:

...I approach this as a 40-year-old gamer, I do not want a system that requires me to do a lot of homework because I'm busy and have a bunch of other things to do.

I love my rules-heavy systems, but I honestly only have time for one of them these days. GURPS will win over Rolemaster, 5E, and all the others. While 5E is a simple game, it has so many books that it can feel rules-heavy. Castles & Crusades will kill my interest in 5E, since I can "pick up and play" without needing a dozen hardcovers and over a thousand pages of rules to run a campaign.

Savage Worlds, Castles & Crusades, and many other rules-light but experience-driven games fill an important niche in the hobby. While many people love the 2d20 Conan game, it wasn't as approachable or quick to pick up as he wanted. People who play need to be taught how to play, and GM'ing the game requires a lot of knowledge just to get started.

Savage Worlds is in this genre and does pulp adventure well. I played a Conan-style game with Savage Worlds before, and it was a fun time. The benefit of a Conan game is the art, background, monsters, and adventures tailored to the setting and rules. You are not seeing "Orcs" in Conan, for example, and generic games tend to pull in a lot of non-canon elements that take the experience away from a more authentic one.

An official Conan game from a publisher is also an easier sell to new players than "let's use this generic game you may have never heard of to play this thing you know." This is the "GURPS problem" that all generic games have. While those of us who love generic games can make them do anything, new players like themed experiences and seeing a design deliver on a promise rather than a generic design and someone's interpretation of making it fit a concept it really wasn't designed to simulate.

I love GURPS, but getting someone new to gaming to play "X using GURPS or Savage Worlds" is two jumps I need to make with them (plus a translation layer for me), rather than just "playing X." For people without time, that is more time needed to spend before playing.

For Conan, people need to be able to jump in and play. This needs to be a game you can play at open tables at conventions, like Index Card RPG or Easy d6. The character sheet tells you what you can do, and you can be told what to roll by the referee, and you never need to open a book to sit in on a game and play.

People who have seen the movies should be able to play the game easily.

This is not designed for the hardcore rules simulation and 30-book collection crowd; this is targeted at new players and those who watch the movies and read the books. That feels like a solid choice, especially when competing with D&D and other games. A heavyweight game is a tough sell these days, since you are asking your audience to give up other games to make time for this one.

D&D is going in the wrong direction by increasing the size of their books and providing too many options in the core rulebooks. You get into the danger of "writing for the experts" and "losing the casual audience" with any game or new edition. D&D 2024 is written for the expert 5E players, not for new 5E players. Tales of the Valiant is a better "teaching game" for 5E than even 2014 or 2024, since it was designed to appeal to new players and its core options focus on successful paths rather than niche role choices.

The industry is moving towards smaller, more focused, easier-to-learn, and faster-playing games. This is sort of like D&D before Wizards of the Coast got its hands on it and turned it into a rules-heavy monolith to lock people into digital platforms. The OSR is popular since it is simple and fast, and this version of Conan is clearly OSR-influenced.

The 2005-2015 era monolith of overly complex systems is slowly dying as the new generation lacks the reading and mathematical comprehension to understand them. This means Wizards D&D, Pathfinder, GURPS, 2d20, and many other systems are long overdue for a change. Look at the education numbers and tell me 500+ page D&D books are a good way to design a game for the next generation of players.

You can't get them to put down a phone, let alone read and comprehend 10% of a book like that.

I like the design theories behind the new Conan game, and the more I learn about it, the more excited I am getting about diving in and playing. This has not happened in a while, and the promise of a thematic, instant-play, brutal combat, and "fast and fun" Conan game excites me.

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.

Off the Shelf: Castles & Crusades (Reforged)

There is a class of games where many players tire of all the rules, bloat, books, website character sheets, and drama, and just want a simple game that works.

Old School Essentials and Shadowdark are two of those games.

Castles & Crusades is another.

Even games like Dungeon Crawl Classics, while simple in theory, are a mess to play since it is a huge, disorganized, chaotic book with numerous tables to reference during play. OSRIC? It is not ideal, unless you are such a mega-fan of 1E that every little percentage modifier matters to you. Adventures Dark & Deep? Wonderful 1E clone, but again, why do we need all these rules and charts? Swords & Wizardry comes close to C&C, but C&C is the more modern game with leveled class abilities and unlocks.

Those modern-style classes with the leveled abilities and unlocks that go all the way to 24th level are the secret weapon of C&C. The SIEGE Engine throws away every chart, ability score check, and special saving throw for a rules-light, simplified system. You can play from a character sheet on a 4x6" index card without opening a book.

If you want more than what a traditional BX or 1E game will give you, and you want "new stuff every few levels" where the OSR refuses to unlock powers and abilities, then C&C is the game for you. This makes the game easier than BX, as expressive in character builds as 5E, and with the original 1E math. The game is a hybrid 3.5E without damage scaling, and, in play, feels exactly like AD&D.

C&C is a step-up game from OSE and Shadowdark, if you want more character detail, lower complexity, and higher-level campaign play.

And the game is OGL-free. Honestly, you can play with the pre-Reforged books and see very few differences; just a few names have changed, but everything else is exactly the same. Anyone with a Castles & Crusades book, of any edition, can play and CK a game.

Any OSR, BX, or 1E adventure can be used easily. The math, damage, and AC values are identical. If you like the OSE adventures and their "easy peasy" bulleted formatting, you can use those. You can play the crazy DCC adventures. You can play the classic AD&D adventures. You can play adventures written for Labyrinth Lord and Swords & Wizardry. All of it is usable.

And the game has built-in modding support. The CK guide is mostly a "hacking guide" for the game. Don't like the primary and secondary ability score system being so harsh with target numbers of 12 and 18? Introduce a tertiary attribute level for 18 and have a secondary target number of 15.

This way, if I want my human cleric to have primaries of CHR, CON, and WIS (12), I can set DEX and STR as secondaries (15) and INT as my tertiary (18). If I want to force open doors or balance along a ledge, that middling target number solves a lot of problems people have with the system. My cleric is not so helpless with physical feats, and another reason to not play is gone.

Want feat-like "advantages"? There is a system for that, and you can set the rate of gaining them, or ignore the system entirely. You can create custom advantages, port in 5E feats, or do anything you want.

Porting in 5E races? This is super simple if you use the advantage system to cover the feat choices, and you can use the 2014-style ability score modifiers as-is. I can have any 5E race I want in my game instantly.

Pulp adventures? We got a SIEGE Engine game for that, too, with Amazing Adventures. This covers modern and science fiction gaming nicely. BYO starship combat system, though, or just use another game's starship combat system to handle it all.

And the multi-class system in this game lets you build anything you can imagine. It is a bit advanced, but the flexibility of combining any of the classes to build something new gives me near infinite options, and it beats 5E's system handily.

C&C will kill 5E anytime I get it out, so I am trying to give ToV a chance; it's currently in one of my closets. However, ToV is 5E, and it requires character designers and all sorts of technical hacking to get it to do what I want. Do I want a special character race? I need to enter it into Shard, set the values to match, perhaps create custom feat entries in the software, and do all this work for just one choice.

C&C will just "do what I want" with zero effort. I just write it down on my character sheet, make a few adjustments to the feats I want ported in, and it all works easily.

With the time I have for games dwindling as I get older, and my patience for systems that just take "too much effort to play," having games like C&C and OSE handy is the difference between "playing a game" and "playing nothing." I would rather be playing than flipping through books to find the rules for every little thing.

I can pick up a 4x6" character sheet on an index card and play without needing a book open.

Very few other games can do that.