[Black Company] Any use for generic campaign?

How useful is this product for a DM who isn't interested in gaming in the Black Company universe?
I'm using it to run the grittier, lower-magic vision of the World of Greyhawk I've always had. I agree with the above posters who suggest--if you do use Black Company's mechanics--that you probably stick to its base classes (and probably not mix them with those of the PHB).

I purchased my copy four days ago, and have not been disappointed. I highly recommend it.
 

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By looking through the previews and this thread I've definitly gotten interested in getting Black Company for running generic fantasy campaings (probably along the lines of WFRP). One thing I really like is something as simple as the backgrounds. For some reason that approach isn't all to common (WotC did it in Wheel of Time, focusing on cultural backgrounds, d20 Moderns Occupations and there's something like this in the Forgotten Realms books as well IIRC?). I really really like it though... Elfs aren't all the same, why should humans be...? :)
 


I can see running a BC game even if some players aren't all that familiar with the world; to a degree, that makes perfect sense for some PCs, as they might never have been too far beyond their little potato-farming villiage before these hard-looking folks came through and they hooked up.

While I don't yet have my copy of the BC rules (soon, my precious!), I do realize that the classes may not blend well. What I'm wondering about is if the core D&D magic system works well stacked up against the BC system... could they both appear in a campaign world (one possibly restricted to NPC antagonists?) and not brutally overbalance one another?
 

Old One said:
I am seriously thinking about yoinking the magic system and dropping it into my homebrew lock, stock and augmentation.
Same here. I've been tinkering with my own magic system for nearly a year, but haven't ever gotten it to the point that I thought it was playable. Now I don't need to, because the magic system in Black Company is just what I had in mind! Of course, I'll have to drop a few base classes to do this, so that means I have to wait until I start a new campaign.
 

Other Applications for the BCCS

Here's my take. While I was working on this book, one of the things that struck me was how similar it was to "Earth." Whether real or imagined, there are real-world correlations to many of the sites mentioned and described in the books. While the map on page 33 is the end result from 3 reads of all ten novels during 13 months of work, it's merely one interpretation. You could for instance, make a case for increasing the size of the Salada Peninsula, making it somewhat Spain-like. Glen Cook mentions in the books the existance of the Western Islands, which could easily be Britain. The Black Company follows what you could consider the Nile into Africa, where the Plain of Glittering Stone would connect to right about where South Africa sits. You'll also notice, if you're as rabid of a fan as I am, that Cook describes every world connected to the PoGS as identical to the Prime world (though whether or not it's prime is debatable). So, from these insights, I started thinking about how to use Black Company in other ways. I think I mention it somewhere, but just think about the BC marching through the shadowgate to come through into southern Africa, wander around for a bit, encounter the classic Ethiopians and get dragged in the Trojan War. Or maybe they become a company under Caesar, at his side when he crossed the Rubicon. You really could go anywhere with this; there are 16 gates after all. However, because the world is flexible, Cook never included a map so you could juggle things to mesh the world with Oerth, Faerun (AL'Qadim baby!), Mystara, hell, even Dark Sun (man, you think it was bad with the Sorcerer Kings before, imagine what they'd be like with the Black Company at their side; Lady becomes the next Dragon?), and still never disrupt the integrity of the BCCS.

So, after all this wandering nonsense, the natural question is what to do with the mechanics? Clearly there are some differences. True, the barbarian is a lot like the berserker, the rogue a lot like the thief, and while the classes have some slight differences, I intentionally avoided adding things like Reputation (though this could be a cool mechanic for BCCS), class-based Defense bonuses, and so on. I incorporated stuff like action points, because I figure most folks are already using a mechanic like this (d20 Modern, force points Star Wars, Monte's Hero Points (yes?), Unearthed Arcana, and so on). So, the classes themselves are pretty transparent to those in the PHB, though they have understandable twists. Plus, we included a tweaked thief and berserker and fighter so you could have all the classes in one place.

Can you use Backgrounds in other d20 games? Absolutely. Note, each background limits your starting feat choice and where you allocate bonus skill points in exchange for a perk or bene, so the trade off should usually wash. I added the optional random element to force diversity in background-class selection. Personally, I think a beggar-wizard is infinitely more interesting than a Magician's Apprentice-wizard.

The different scales in the Combat chapter can work in other settings fine, I'd imagine, as would many of the combat changes. Black Company combat is nasty as heck, but with healing magic in standard play, magic items, and the usual suspects in D&D, I don't think anything we introduced messes with things too bad. In fact, I kind of like how we ditched negative hit points.

OK, so the real question then is Magic. Will it work alongside D&D spellcasting. Honestly, I haven't tried it. So, I'm theorizing here. I think you could make it work. Yes. Actually, I'm pretty sure of it. The effects should be familiar to players of d20. Create energy basically is a synthesis of all the direct damage spells in the PHB, stripped, and rebuilt under one streamlined spell (well one for each energy type). In fact, many of the BCCS spells can trace their roots back to something in D&D, twisted and rebuilt for an effect suited to the novels. You'll need to be careful though b/c BC wizards are slower in casting spell effects than D&D wizards. Unless the spell effect's Magic Use DC is no more than 5 points higher than your wizards ranks in Magic Use + his Magnitude modifier, an effect will take a full-round or longer to cast. Conversely, BC spellcasters are pretty darn flexible and can do all sorts of crazy things.

In the end, whether or not you adapt the material for your Greyhawk game is up to you. But, I'm really interested in seeing what people think, how they use the BCCS and the magic system inside. And in just a few more months (well a little longer than that and forgive the plug) we'll be talking about how to blend Thieves' World Magic with Black Company's. Oh and if the Black Company invades another Campaign Setting, tell us! Watch out Elminster, Kina woke up and she's randy. :)
 

Weyland said:
I can see running a BC game even if some players aren't all that familiar with the world; to a degree, that makes perfect sense for some PCs, as they might never have been too far beyond their little potato-farming villiage before these hard-looking folks came through and they hooked up.

While I don't yet have my copy of the BC rules (soon, my precious!), I do realize that the classes may not blend well. What I'm wondering about is if the core D&D magic system works well stacked up against the BC system... could they both appear in a campaign world (one possibly restricted to NPC antagonists?) and not brutally overbalance one another?
I have been reading over the book since it got in a couple of days ago and have come to a few conclusions:

The classes, as presented in the Black Company campaign setting, are pretty solid: Academinian, Berserker, Fighter, Jack of all trades, Noble, Ranger, Scout, Thief, Weapon Master, Wizard and Zealot. In addition, there is a section at the end of the classes chapter regarding classes from other worlds. Instead of crushing the classes like the Cleric (if gods exist on the cleric's homeworld, there could be influence within the sixteen connected worlds of the Glittering Stone), I would take spells that could work in the world and make them fit via the magic system presented in the campaign setting. Same with Psionic classes. I think that other classes could port over a bit more easily without unbalancing the game or losing world flavor.

The magic system is awesome and makes sense, much better than the standard Vancian method. I wouldn't want to mix the systems, but blend powers that would work (there is an Allegiance system over Alignment, but you are telling me a Taken wouldn't register as having some bad intentions?) within the scope of the world and yet keep the Black Company feel.

On my Black Company d20 site I mention a note on undead that I disagree with in the campaign setting; namely that since there is no Negative Energy Plane there are few true undead. This actually makes little sense to me, I have already houseruled that out, reasoning that undead drain power to partially maintain their existence and to contribute to the overall sense of the malign in the world. Makes as much sense to me (besides, I want to use Libris Mortis).
 
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