[Castles & Crusades] Who's Playing/Running?

zacharythefirst

First Post
We're getting ready for a new fall campaign of Castles & Crusades (Indianapolis-area, Friday nights, 8pm-?, for anyone interested), and I'm understandably excited about getting back out there after a quiet summer.

I know we have some people on the boards who play or run C&C, but I couldn't remember who all did. So the point of this thread is to see:

-Who's Playing C&C (include your group size, if you'd like)

-What setting/campaign are you running?

-What are any cool houserules or tweaks you're using?
 

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I am playing. Our group size varies from game to game, but the total number is 14 for all the different people I play with.

Setting used are Mystara, Greyhawk, Airhde, and a couple of home brews.

My house rules are rather long because I have changed spell lists and such, but my tweaks largely show how I integrate feats and skills into the SIEGE engine.

If you really want to see all of them they are posted in my on line game thread over on the TLG boards in their on line game forum. First post.
 


I CK a homebrew campaign world with 6 regular players. 4 men and 2 women. It's a very dark fantasy setting consisting of a loosely bound human empire with lots of intrigue and conspiracies. Demi-humans have been largely subjugated and reduced to reservation-like "freeholds". Only the Gnomes are widely succesful in Human society, beacuse they run a banking network that will do business with anybody.

As a side note, I also DM a Classic D&D game that take place in the ancient history of the same world, at a time when the Elven Courts and the Dwarven Empire are the major powers, and humans are semi-barbarians who are only beginning to gain a small measure of power and civilization.

The C&C game has some tweaks, including a "philosopher" class that has many of the abilities of a cleric, but performs its marvels through reason, hypnotism, and superior understanding of the laws of nature. The abuses of religion and whether or not gods actually exist are major themes in the C&C campaign.
 

I'm running a C&C game for my three sons, ages 11, 9 and 7. We are using module series that begins with Assault on Blacktooth Ridge, plus anything else I find and decide to throw in.

We have a few minor tweaks, but the biggest house rule is healing surges. With such a small group none of them wants to play a dedicated healer, so it works out well.
 


I'm playing in a PBEM C&C game. We're playing a version of "The Mud Sorcerer's Tomb" from an old Dungeon Adventures. There were 8 players originally, but three PCs have been slain (permanently).
 

Yes,

Does anybody know if C&C uses prepared spells (like Classic AD&D)?


Yes, it is the prepare, fire, forget style of casting.

I am looking to start running a game in the Middle Tennessee Area. I only get to run an occassional dungeon crawl at the moment.

Regards,
RK
 

I am getting ready to start a new campaign for our group in November, we'll be starting with Castle Zagyg. Our group just lost one player, but I think we're adding another guy, which should make a total of 5.
 

I play in what was once a weekly, now monthly, game via Fantasy Grounds and I've been having a blast. Plays very close to AD&D in my experience.
 

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