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Relics and Rituals: Excalibur

Shining Armor
Draw the sword from the stone. Quest for the sacred relics of your
faith. Defeat all comers in a tournament of arms. Slay giants and
dragons. Command the sorcery of Merlin or Morgan le Fay. Forge
your own Camelot — your own legend.

Sorcery & Chivalry
Relics & Rituals: Excalibur is a genre sourcebook, blending
the trappings of Arthurian myth with the familiar ruleset of the d20
System. New spells, magic items, prestige classes and more can
be used to build an entirely Arthurian-style campaign, or to add
elements of chivalry and courtly romance to any existing d20
campaign. Recreate the legends of the Round Table, or populate
your own Camelot with elven enchantresses, orcish black knights
and more!
 

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Relics & Rituals:Exclaibur, published by Swords & Sorcery Studios detailing how to fit the Core d20 rules into a "Classical" fantasy setting. In this case the Chivalric world of King Arthur, Roland and others.
Relics & Rituals: Excalibur is the type of "Campaign Source book" for D20 v3.5 rules I wish more companies would produce. R&R: Exclibur is not what you would expect to find in a "traditional" book of this sort. What is different is, Excalibur isn't just a book describeing a Mythical England, with detailed histories, demographics personalities and geography. Instead it is a series of essays, followed by campaign examples and new, tweaked or variant rules to illustrate how it all can be done. The end result is enough material to either hit the ground running, with minimum of work using the Excalibur campaign if one wishes, while provideing enough solid material to build a campaign from the ground up.

Excalibur is made up of six chapters, but essentially can be broken down into three portions. Characters (races/classes/ skills & feats/equipment), Magic (Spells/items/ Relic & Artifacts) and the World. Each portion is well organized, and offers up a number of suggestions on how each subject can be worked into the type of campiagn the Dungeon Master wishes to run, be a grim & gritty "sitorical" campaign, or a high fantasy world more in line with what we have come to expect from d20/Dungeons and Dragons. Below I will attempt to examine the key features of each "section", but to be honest there is so much that has been packed into this volume, that I am bound to miss something. I also intend to focus more on what the changes are, rather then "if" they work well. After it is all a matter of individual taste, and given the nature of this book, its a pick and choose situation....

Relics & Rituals: Excalibur opens with a brief introduction, explaining the "Whys" of the the book, and setting out certain setting conventions, such as explaining just what the differences between , the limited nature of planar travel,"Fae" and "Fey" ( Fae are otherworldly player races from Faerie, while "fey" is used in regards to "monsters" such as pixies, dryads, etc) are, what the term "Arthurian" means where Excalibur is concerned , and a brief introduction to the "Excalibur" campaign. After reading the introduction one has a pretty good understanding that they aren't dealing with a "Traditional" D&D/d20 world here.

Excalibur then moves on into the "meat" of the Excalibur campaing. The first portion of the book deals with player characters in the Excalibur setting, starting with variant races that inhabit the Excalibur campaign. A brief history of the non-human races tells the reader :all non-humans with the exception of Orcs) are Faerie creatures that have migrated/been exiled to the world of men, and have existed within the mortal realm long enough to have become part of it. Races are given a fairly detailed overhall to ensure that they fit well with setting of a pseudo-Arthurian tale. Each race that carries over from the Core Rules is given an approriately Celtic sounding name, Elfs become Daoine Sidhe (High elves) & Lledrith Sidhe (Wild, Forest Elves) , Halfings become Cellwair, and Dwarves Meinedd. In addition, a new race, the Goblin-men called Anhardd (hobgoblins) is the only new race added, and would have seemed to have been a suitable replacement for half-orcs. But curious enough the Half orc (the orcs of Excalibur are not the orcs of Tolkien, but wild, sub-human woods folk) carries over, while the Gnome doesnt. The inclusion of Half Orcs and exclusion of gnomes seems an odd choice. There are also Hanner Sidhe (half elves), the defacto go between for humans and Lledrith Sidhe. The amount of information provided about the races is fairly complete, covering everthing general personailties/attitudes, relations with other, religion, lands, default alignments, to names, lands and game mechanics. The changes are enough to make them different enough from the core classes, but simular enough to ensure they are recognizable by the players.

The next portion of the book gives an overview of the core rule classes, explaining how they would fit in to an "Arthurian" campaign, and where they stand in the Excalibur setting. It should not be to surpriseing that many classes cross over with little difficulty. Fighters, paladins,clerics, druids and bards for example make the tranisition smoothly, with little need for tweaking. Rouges require a bit more work to justify, but rangers are able to find a home. On the other hand Monks are sorely out of place in this sort of setting The Excalibur campaign makes an effort to include Monks, but it stills seems forced and out of place(a unique Dwarvish school of fighting). The biggest adjustment, however are the magic users. The simple fact is the D20/D&D magic system is at odds with an Arthurian setting, but it is not an impossible obsticle.
This section explains why the Core rule "Dragon blooded" sorcerer is an ill fit, and that while the class fits, is in need of a basic revamp. Suggestions on the hows, whys and abilities are offered to allow the class a role in an "Arthurian" campaign, and how the Excalibur Campaign handels them. In the world of Excalibur the Sorcerer is either a fae creature or draws his power from a pact with Fae or Dark powers. Wizards are a given in this sort of setting, how many wizards are more famous then Merlin?. In an "Arthurian" setting setting wizards are powerful (if reserved beings) we are told, fitting the role of the classical wizard as most would imagine them. The Excalibur Campaign then goes on to define the difference between "Black" and "White" wizards, and what becomeing either means in the campain. Over all the treatment the Existing Core Classes is well done. I especially enjoyed the way the book draws a better defined distinction between the Sorcerer and the Wizard class.

In addition to the Existing core classes Excalibur includes one new Core Class, the one that is most essential to this type of campaign the Knight. The Athor addresses that concerns that prehaps the knight class would better suited to being a fighter, or a Prestige class, and defends his choice as to why it was made a Core Class instead. Over all the class looks fairly solid, and can always be ignored in favor of a alternate system, and if I had one issue it was the need of the Author to subdivide the class into "Black" & "White" knights, which to me seemed fairly conrballish. But then this to can be ignored as well..
The section on classes is rounded out by a list of existing Core Rule Prestige classes, and which ones fit and which wouldn't in an "Arthurian" setting. As a general rule of thumb, the more outlandish PrC's are discouraged. This is followed by a (mostly) approriate list Excalibur Campaign Specific Prestige classes, about a dozen in all.

The remaining chapters cover skills, variant skills uses and new feats and equipment. The Feats section adds to types of uniqiue feats suited for an "Arthurian". Honor feats, which require the character to gain so many "Honor" points (see below), before takeing them, and Paragon Feats, which require an Attribute score to be 3 points above his racial maximim before having access to them. An Example of a Paragon feat is "Paragon of Charm, which grants the character a bonus the ability to retry Diplomacy, Bluss and other CHA based skills once per day with no penalty, and to use a spell like Suggestion once per day. I am a little leary of these Paragon Feats, but they shouldn't be to hard to keep in check.,and they do tend to reward those who decide to take them with unique abilities. For the most part the other feats are in line with those found in the Core Rules. None seem to be grossly over powered when considering the pre reqs, and most are designed to keep with the theme of things.

The Equipment and sevices listed in the book, is what one would expect to find ina quasi-historial feudal mideaval campaign. The more exotic weapons and items, like smoke stikes are noticably abscent however. But considering the setting, this makes sense. There accompanying essays stressing the importance of one maintaining their appearance in regards to their station, and maintaining a certain level of comfort, as well as descriptions of weapons and armor. I did find the limited variety of armors suggested for such a campaign to be some what questionable, but thats a minor gripe.

The second portion of the book deals with Magic, and the question of just how does one fit the D&D/20 magic system into the "Arthurian" world? Prehaps the most difficult task faced by Excalibur's writer(s), since magic is far more subtel in the tales of Arthurs knights, then the one presented in the Core Rules. Arthurs England was not a place where wizards hurled fire balls, or zapped enemies with electricity.... It is one of the places where Relics & Rituals:Excalibur truely shines. It is also the part that players use to playing in a standard D20 setting , such as the Forgotten Realms will find fault.

I am tempted to call it a "Low" magic setting, but that would be misleading. It is a more subdued magic, however, that is found here. Relics & Rituals does not out and out banflashy, high damage spells, but recomends they be extremely rare and costly, if not eliminated all together. Excalibur suggests that other types of magic ,more appropriate to the setting be promoted over the flashy offensive spells.
Wizards and Sorcerers are far more cunning, resourceful and manipulative here, not just set in the role of mobile artillery platforms. Divinations, Conjurations, Transmutations, and Enchantments should be the tools of choice for magicians, not a ball of flame. The book goes to great length to drive this point home.

Cleric recieve a bit of a tweaking as well. Since R & R: Excalibur discourges the use of Necromancy, as it is not a theme often found in Arthurian settings, it is suggested result the cleric forfits the ability to turn undead. In place they gain a new type of blessing, called Heraldric Blessings. These spells are cast upon shields, and grant the user some benifit associated with the what ever heraldric beast is emblazoned upon the shield. I didn't care much for this concept, as it was presented. In theory it is not terrible a terrible idea, but it seemed a bit forced, and out of place to me. I think that a system to "banish/dismiss" demons and otherworldly beings would have been a more approriate power, given the setting, but prehaps thats just me.

There is an effort to further define what makes a Sorcerer different from a Wizard as well. The basic concept is, Sorcerers are untrained magicians, who depend on pacts with supernatural powers. Their magic is a means of survial, and is "faster" and "easier" to use. The drawback here is that it is not as powerful or as effective as the slower spells a trained Wizards casts. A Sorcerers spells are not as long lasting either. The effects are short lived, where a spell cast by learned wizard may last for weeks, months or, well,... for ever. The end result is Sorcerers are more suited for a life of 'adventure'. The book points out that the more preferable situation for those wishing to play a magic user is to multi class the two.

The third major section of the book deals with magic items, and how they should be depicted in an "Arthurian" setting. The main point Relics and Rituals: Excalibur seeks to get acrossed is: Enchanted items are not a dime a dozen in this type of campaign. These items are, while not necessairly unique, limited. Players shouldn't expect to loot trinkets of power from the corpses of slain beasts, or purchase healing potion in assorted flavors from market vendors. In an "Arthurian" setting they are more suited as rewards for completeing quests, or gifts for service. Each item should be carefully considered, by the DM. What it is, what it's name and history are, and why it is where it is are all questions the DM should ask him self. It is far more appropriate for a magic ring to be named, and have some story attached to it, then be simply a +1 ring of protection the players lift off a dead goblin. While such a requirement does add depth to a campaign, the down side of this is some DM's may find it more effort then they care to make.

This third of the book is rounded out by spell lists for each magic useing class in the Excalibur campaign, detailing spells aviable to them, roughly 100 new spells unique to the campaign, and magic items, and enchanted artifacts for the Excalibur and Arthurian settings.

The Final third of the book is a series of essays, and varient rules dealing with the world of "Arthurian" legend, and the tone of such a campaign. The major change suggested Honor system, which can be used with, or replace the Core rules alignment system. The Honor System is a kind of "floating" alignment/reputation system, which is effected by the actions players take, and who witnesses it. Certain bonuses or penalties are applied if a character reaches the high or low end of the scale (people will act more friendly to Hornorable characters then dishonorable ones). The Honor system is used in conjunction with Chivialric Codes. Roughly a half dozen codes are offered, for players to choose. The idea is this is a tool that works toward story telling in an "Arthurian" setting. Players are not only rewarded for behaiveing in a Honorable manner, but it gives the DM a tool to place characters in "sticky" situations. Situations where the character(s) are forced to choose between one of two or three options, all of which will result in them breaking some moral or chivilaric conviction. Angst in merry old England it seems is the order of the day. The Honor system is a nice example of how the abstract Alignments of the Core Rules
replaced with a more "realistic"system for a DM who wishes to have his players face moral/ethical situations.

The importance of religion is also covered here, and suggestions for incorperateing the conflict between the new faith coming into conflict with the old ways ( a central theme to the Arthurian tales)are offered,
as is a possible template of various deities (The God of the Excalibur Campaign)to depict this conflict. As well as short essays on "who is a Knight", how to effectively use the concept of Prophecy with in the confines of the campaign, with out rail roading players to a final conclusion, an essay on depecting magic as "Other" (something beyound human keen), and on depicting non-human races as either near human, or "other" (something alien and frightening to humans), as ending with how to handel monsters in such a setting (as well as provideing a list of Monsters found in the Excalibur setting).

Over all the Relics and Rituals: Excalibur does a fine job of createing a world of Arthurian myth, with out requireing the players to completely depart from the Core Rules. The choice is the players in the end. They can either choose or reject the suggested changes as suits their needs. And to that end, the Relics & Rituals:Excalibur serves as an illustration of just how fexible the d20 rules truely are.
 

Thanks for the review. While I plan on getting the RPGObjects Excalibur, I was curious about this, too.

Sounds more kinda like one of AEG's one word books (being a bunch of essays and rules and such)
 

I have this book, and have found it well worth the purchase. It does, in fact, do a good job of representing the essence of the Arthurian mythos, while packaging it in such a manner that you can either pick up Mallory's L'Morte De Arthur and run a faithful Arthurian campaign, or take your own unique setting (or the Excalibur sample setting in the book) and do a game in the spirit of the legends, but with all the extra fantasy trappings you desire.
I think my only complaints with this book include the fact that, while celtic traditions get a fair treatment in religion, the traditional christain viewpoint of the chivalric Arthurian Knights is conspicuously absent. The Holy Grail write-up, for example, is sorely lacking in details on its actual mytho-religious origins. But hey, if you don't mind (or need) that material, it's hardly a deal-breaker here. This is a great book, very useful for any chivalric high-fantasy setting.
 

Well, you know, the Holy Grail is really really complicated. I've read dozens of books on it, and it's still confusing as heck, there's little agreement on just what it even is, much less the symolism. So maybe not mentioning any details is best.
 

Relics and Rituals Excalibur is printed under the Relics and Rituals imprint. This is strange as it’s not Relics and Rituals III and rumor is that that particular numbering will return with the next Scarred Lands book. This hardcover runs for $34.95 and 216 black and white pages. A fair price but not the best we’ve seen from Sword and Sorcery Studios.

This book is a strange bird. It has a lot of ideas and notes on how to bring two separate types of campaign elements to your campaign. The first type is the “Arthurian”. They use this “to refer to any campaign that is meant to evoke the general feel of an Arthurian myth.” While the “Excalibur” model uses pretty much everything from this book. This makes the setting fairly high fantasy and has little in common with a more historical or authentic setting.

The book is broken up into six chapters with two appendices. In some ways, the book is set up much like the Expanded Psionics Handbook in that it has elements of the Players Handbook with races, classes, skills, feats & equipment and spells, and some of the Dungeon Master’s Guide with magic items, setting information, tournament rules and new monsters.

One of the things I notice is that nothing is necessarily brand new. Rather, it’s the familiar with a “How would this work in this setting” twist. For example, the setting has hobgoblins, Halflings, half-elves, half-orcs and dwarves, but most bear only a superficial resemblance to standard d20 races. This is even truer for the different races of elves, the Daoine sidhe and the Lledrith sidhe, elves that have an iron allergy and suffer damage when touching large amounts of iron or steel, such as when wearing armor.

Humans of course, are the same. Most of the game stats themselves have been tweaked but a few are standard. Half-orcs for example, are standard +2 Str, -2 Int, -2 Cha, but others like the Dwarves, are now +2 Str and –2 Dex, while the Elf Lord is +2 Dex and –2 Wis. The real treatment of these beings as different races altogether comes in the background. The anhardd or hobgoblins, for example, have over three pages of information, including game stats.

This tweaking goes on into the core D&D classes and prestige classes. For example, in an Excalibur style campaign, barbarians are from one of two cultures. Either they are the Picti or the Aesr, the former a hill and mountain people who raid others for food and sport, the latter, a ‘Norse-flavored culture”. Clerics have a new assortment of gods to worship, including the Daeos faith with it’s two branches and evil Adversary, in addition to the Old Faith of Druena and those of the Fae Gods. Each has a typical alignment, domains, and typical worshippers.

This section is well illustrated, bringing to life both the males and females of the setting in various stances and professions. This images go well with those on the interior covers showing the construction of the various races.

Some classes fit better than others, and some aspects of some classes fit better than others. Monks for example, are a poor fit for a setting that relies on knights in heavy armor. Wizards who cast fireballs are also a little genre breaking, so evocation spells often have expensive material components and take longer to cast. One interesting option for keeping fighters and knights separate, is that fighters have more freedom in what they can use and these weapon choices can show different backgrounds, ranging form peasant to mercenary. On the other hand, they are often barred from using the most famous or standard weapon, the longsword.

The new core class, the Knight, is similar in many ways to a fighter in that it uses the best bab, good fort save, and gains a few bonus feats. As they don’t gain as many bonus feats as a fighter, they do gain some other abilities such as Leadership and the ability to bypass damage reduction. Another benefit is they start play with more funds, especially for purchasing weapons and armor, and horse. Thankfully, this mount goes up in ability as a druid’s animal companion. They also automatically have the new feat, Registered Devices.

In terms of PrCs, the advice covers those found in the DMG. Dwarven defenders for example, make excellent dwarven knights but dragon disciples, due to the scarcity of dragons in the campaign, should be rare if not unheard of. Those who want more options though, have new PrCs like Fey Enchantresses, Giant-Killers, Green Knights, Houndmasters, Knights of the Realm (think round table here), Knight Templar, Malefic Enchanter, Reliquarian, and Voice of the Land. These specialists PrCs allow the PCs to focus on different aspects of Arthurian game play even as they provide the GM with new tools to counter them.

For example, the Malefic Enchanter is an evil spellcaster who continues gaining spellpower even as he gains powers with a fiendish base to them. Take his 3rd level ability, Gluttonous Replenihsment. By eating huge amounts of food, the Enchanter can heal himself as if he had rested for a full day. Even his familiar isn’t safe as at 5th level, the creature gains the fiendish template, eventually gaining the half-fiend template. The white space use here is a little heavy as there are some pages where less than half the page is text. Due to Ron Spencer’s excellent visuals though, each one giving personality and weight to the PrC in question, I’m almost willing to overlook it.

To help capture the proper feel of the setting, there are new subskills, such as Field Cooking and Tapestry Weaving for Craft, as well as new uses for Alchemy through Improved Brew. New feats introduce us to Honor and Paragon feats. The former require the character to have a certain amount of honor points while the latter require you to be beyond your race, requiring you to have the required ability score at three points higher than your racial maximum.

The feats help allow the setting to shine through in certain places. For example, Avoid Treacherous Blow allows you to reduce sneak attack damage for every full five points of honor you have over twenty. Others, like Paragon of Health, you gain immunity to non-magical poisons and diseases in addition to a +4 bonus against magical versions of poisons and diseases. A little too much text is spent discussing the virtues of the feats themselves, but otherwise, some interesting abilities. Some, like Gift of Prophecy or Landed require the GM to take more of a hand in their use. The former for example, allows you to see events into the future and the GM is supposed to help plot these details out, past the benefits in game mechanics. The latter requires the GM to map up the area and servants of the landed house.

In terms of equipment, new equipment lists are provided to capture the feel of the setting, but go a little array when they use wood that’s been alchemically treated to overcome the elf inability to wear metal armor. The section on clothes and jewelry, as well as the expanded mount and mount gear, is also useful.

In terms of spells, the spell lists here, include spells in italics, not recommended for Arthurian campaigns and not present in Excalibur settings. They’re included for inclusion’s sake however, a weak argument at best. The italics also suffer from not being that noticeable. I can’t tell for example, that Halt Undead is in italics until I really study the page. Perhaps putting those spells on their own list would’ve been easier, or at least not making them bold like the standard spells, or perhaps underlining them?

The spell break down follows the standard format introduced in the Player’s Handbook, by class, and level, and then for wizards, school. This allows you to look through wizard schools by level. For a setting that tries to deny the evocation school, they’ve certainly put enough power within the setting. The first level Death Strike allows your next weapon attack to inflict double damage even as the sixth level spell Giant’s Might provides you with a +8 bonus to strength and a +2 bonus to Constitution. Still, these spells are small in nature and often personal, allowing one to overcome great odds as opposed to flinging a fire ball into a crowd of knights.

Many people, including myself, will probably rush to Chapter Five, Magic Items, to see good old Excalibur, the sword of the High King. Well, it’s not quite as powerful as I would think, but as it’s ken, armor-piercing, and does damage as a greatsword, in addition to other enchantments, I think I’ll let it’s lowly +3 bonus slide. Other favorites of the saga, like the Sword in the Stone, the Round Table, and even the Holy Grail, are listed here.

Chapter Six, setting, is probably my biggest disappointment in the book. While I understand that the writers are going out of their way to avoid making a setting, some more elements of a suggested setting, like maps of common buildings of the era, would be very appropriate. Instead, we get mechanics like honor and chivalry, the former a game mechanic in numbers that show how the character holds to a standard set of behavior, and the latter the rules of knights. Honor effects range from being honorless at –10 or below, gaining –2 modifier on all saves and –4 checks on diplomacy, bluff and leadership, while those who are most worthy, like 100+, can turn a critical hit scored against them into a normal wound, huge bonuses to their bluff and diplomacy skill checks, as well as a bonus to saving throws and either attack rolls or armor class.

Advice on using courtly love, prophecy, religion, and named monsters, helps round out the setting chapter. The religion section is a bit weak, providing an Arthurian equivalent to the basic gods of the Player’s Handbook, while the named monsters is good for new GMs who may want to throw dozens upon dozens of strange denizens at his party, never realizing that most such creatures should probably be used sparingly.

For those GMs wondering what standard monsters are common in the setting, there is a list, in alphabetical order, which shows the standard name and then the preferred name. For example, krenshars are skull leopards, while thoqquas are fire-worms.

The book ends with two appendices. The first, Tournaments, provides a brief snit of background and then goes into the details. It starts with hosting a tournament, the requirements as far as land and lodgings, before moving into attendance and the selling booths. One of the nice sidebars is that it shows how players can set up their own booth. Most however, will want to know about the various contents of arms ranging from archery and single combat, to the grand melee.

Appendix two introduces new monsters. This includes two new types, manifestation and spirit, as well as the infamous questing beast and wyrms. Now the wyrms can be winged or wingless and are powerful, but lack the intelligence and magical abilities of their dragon cousins. Details for lesser and greater wyrms, as well as the age categories, from wyrmling to great wyrm, are provided to allow a great range of challenge for most players.

The book does a good job of providing the tools that a GM needs, but does so at the cost of any setting details. What level is the high king? What does a typical castle look like? How far is it to the enchanted islands? None of those questions are asked, and this game is by no stretch of the imagination, a fitting d20 Pendragon substitute. What it is however, is a game that puts the potential mechanics of such a setting firmly in the hands of the GM and allows her to tweak the history and rules to her own preference.
 

I guess I have to wonder, why does it matter what level the High King is?

I mean, surely if you are refeering to Arthur, does it mater? You can't kill him. Thats for Mordred to do, and Morderd alone.

If your talking about a generic setting, ummm....dunno...

I recently read both R&R's Excalibur and RPGObjects Excalibur- and I really felt that bothering to list famous knights and others stats was a waste of space in the RPGO book. Aside from being mildly interesting to glance at, I can't see the point.

It's kind of like books were they list stats for gods. Thats all fine and dandy, if you playing some whacked out kill the gods campaign....but what does it have to do with other campaigns?

Not much....
 

After reading both RPGObjects and Swords & Sorcerey Studios books, I found R&R Excalibur a bit eaiser to digest, from a "world builders" and D&D players point of view.

Not that anything is awful about RPGO's 'Legends of Excalibur'. But it seems pretty obvious that LoE is attempting to create a sort of "Pendragon: D20", and faithfully recreate the Aruthrian Mythos, useing Mallory as a modle, while RR:E is more a "Hey! do what ya wanna do" approach.

Both approaches have their audience, as well as their own strength and weakness. I personally found R&R:E making a stronger effort to mold the rules around the seting, while LoE simply chooses to chuck things and replace them with a new set of rules & classes.

The end result is R&R:E is a setting that remains slightly recognizable as having it's roots d20 D&D more so the LoE, The LoE approach may turn of hard core fans, but at the same time may appeal to hard core Arthurian buffs.

In regards to how Christianity is approached vs. Paganism, my experience is that White Wolf (S&SS is a divison of WW as I recall), has always been some what politcally correct- and the "C" word is a sort of no-no, for some reason...unless it bashes it, or paints it in a bad light (look at how the Catholic Church is portrayed in the World Darkness books)- and as I recall there is a statement within R&R:E recarding Christianity, which sez, to paraphrase "We are intentionally avoiding the 'C word', so we don't offend anyone".

Seeing as the clashing of the Old ways and the "new" Christian faith is one of the major themes of the Arthurian saga, it seems a pretty big "missed opportunity". One that RPGO was affraid to include.

In that sense RPGO
 

Just picked up the R&R: Olympus book and was quite impressed with it. Definitely 4 stars. I'm assuming it handles everything like Excalibur did, so I now have to go get it, even if Excalibur has less interest for me than Olympus, in spite of the criticism here in this review.
 

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