The Canting Crew

In The Canting Crew, volume I of the Gygaxian Fantasy Worlds, Gygax explores the underworld of city life. Theives, their guilds, organization, a complete dictionary of the language they speak, the signs they use, everything a player or DM may want or need to know about the underclass is here. Complete with maps, illustrations for hand signals, as well as prestige classes, new weapons and more this book is a must have.


The new D&D core material needs no input from me. Fact is that it, and lots of other solid FRPG system available, cover mechanics very well, so... What I am interested in doing is supplying information to gamers that will assist them in creating compelling environments for roleplay, enable the delivery of rich settings and special character development too, and thus add to the fun and enjoyment of the campaign. Thus the CANTING CREW....and who doesnt love a bunch of colorful criminals rampaging around in their world?

~~Gary Gygax


The Canting Crew is 176 pages and comes complete with a full sized (16 x 21) fold out double sided map of the city of Ludnum. There is a complete dictionary of the thieves Cant included in the book.
 

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The Canting Crew is a 180 page hardcover from Troll Lord Games by Gary Gygax and it is priced at $35.95.

The cover is somewhat plain with the authors name and the books title being the predominent features.The interior art is adaquate some of it is nice and other pieces are simple and not well done.The pages are a yellowish color but the book is other wise all black and white.

The book is divided into several sections which are called Books and I will detail them separetely.

Book I is called The Canting Crew Society.This section takes about sixty pages of the book.This section is basically a "How to create a city with a underworld".Mr Gygax teaches us how to do this by showing examples of a city he calls "Ludnum".

The section covers topics such as population and size,Economics,Society,Goverment,Trade,Architecture,City layout and Politics.All this is done with a heavy emphasis on the seedier side of town.

All the details are given in a fairly generic sense with Ludnum mostly serving as an example although this city is fleshed out enough that you could use it.I think Mr Gygax's intent was for the reader to add these things to a city of His/Her own creation rather than use the material as is.

Almost every aspect of city life is cover in this section.The second half of Book I covers the Canting Crew which is sort of a society of theives that goes beyond an individual theives guild.But is rather an entire underworld Society with theives ,Assassins,beggers,prositutes,pirates,vagabonds or anyone else who might make a living by preying on others.

As a whole this entire section is very well done,and would be extremely useful to anyone looking to set up a criminal underworld in there camapaign.

Book II is basically a 60 page english to theives cant dictionary.Theives cant can basically be described as a form of slang that has become is own langauge.While I can see this as being useful to some players who use theives, to add a bit of spice to there character, 60 pages of it is a bit excessive.I really can't imagine anyone one actually going to the trouble of learning all these words and if they did I would ask WHY?I thinka couple of pages would have been sufficient.I can Remember the use of slang in planescape and I didn't like it there either.The amusment wears off rather quickly.

Book III is basically 16 pages of prestige classes,spells and a bit on Heirachy at the end.The spells are mostly low level and would suit a multiclassed rouge/wizard or sorcerer well and the prestige classes are excellent examples of the urban theif.

Book IV is a chapter meant for the Lejendary Adventures system of which I know nothing.It does bring up the cross-over subject but thats another topic.For the D20 player they are 16 worthless pages.

Finally there is an appendix with some useful information.This section cover possible guilds that might exist in a city.Naming ideas for Inns and Taverns,An equipment list,which emphasis on things used in the underworld,and crimes and their punshiments.

That about covers the content of the book.Now I would like to state that I don't have a problem paying over $30 for a book if it is color,over 250 pages or both this book is neither.I feel you are paying $20 for the content,$5 for the Harcover and $10 for Mr.Gygax's name on the cover.

With most books that I buy I get a feeling that there was so much that was left out because they were limited to a certain number of pages and something had to be cut out.With this book I get the opposite feeling.That they really had to stretch it to make it cover 180 pages.The Print in some of the sections is huge and there are a lot of sections that are blank.

My score of a 3(average) is based on the entire book.I really like sections 1 and 3 which is about 76 pages of this book in very large print I feel it could have been done in a smaller softcover for for a lot lower price.Also the Cant section should have either been cut way back or done in a different book for those who find that sort of thing interesting 60 pages of slang is just a bit over done.
 

Thanks for the review this was the impression I got when skimming through the material and its good that my first impression was accurate and I did not pick the book up.

I would have certainly been pissed to find that one of the two largest sections of the book was wasted on slang, especially since I too found the Planescape slang to be very irritating. At least in Planescape though you never got 60 straight pages of it.

One quick question, does it say on the back cover that at least 16 pages are use on LA information?
 

Thanks for the review this was the impression I got when skimming through the material and its good that my first impression was accurate and I did not pick the book up.

I would have certainly been pissed to find that one of the two largest sections of the book was wasted on slang, especially since I too found the Planescape slang to be very irritating. At least in Planescape though you never got 60 straight pages of it.

One quick question, does it say on the back cover that 16 pages are used on LA information?
 

The back cover says that there are new classes for the lejendary Adventure system it does not get specific as to how much of the book this involves or that there is a separate section dedicated to LA.
 


I have not written reviews for the past little while as lots of other work, not least of which was my own campaign, piled up. In a sense this was good as I have gotten a good chance to "playtest" the books I will be reviewing over the next couple of weeks. The book whose mark benefited the most from the playtest is Gary Gygax's brilliant Canting Crew.

When I first got this book I must say I felt a fairly ripped of. Book is fairly thin for a hardback of its price, is written in large font and contains at least 5-6 pages of entirely useless material (crunchies the Gary's own system of Lejendary Adventures). On top of that, the good half of the book is nothign but the dictionary of the Cant - the thief's argot based on that of early modern England.
For a d20 campaign book contains virtualy no valuable rules material. Prestige classes and spells are behind tose given in such books as Sons and Silence, Qintesential Rogue and Traps and Treachery.
If I was reviewing this book immediately after I bought it I would have given it a 2 at most.

However, I have worked quite a lot on my campaing in a mean time - specificaly on the criminal elements of the large city which is a centerpiece of that campaing and on a number of adventures that have to do with those elements. In the course of that work I have found that the book I am using the most by far out of my four sourcebooks on rogues is the rules-light Canting Crew. More than any other rogues sourcebook, possibly more then any other roleplaying supplement ever, it succeeds in conveying the atmosphere of the real place filled with real people and yet one that is worthy arena for the fantastic adventures. Reading about the Horse Thiefs, Swindlers, all possible kinds of Beggars did more for my game then all the prestige classes put together. If for nothing else then the very fact that this book takes rare (for d20) grim fantasy approach makes it a worthy read.

On the subject of cant itself - it is immensly catching way of talk, much more then the Planescape one. It has already been used at our gaming table and as it is evokative it helps building up the atmosphere significantly.

That said, there remains one major problem with this book and the reason I can not give it 5/5. It is repetative. Information contained is superb and inspirative to the highest degree but that is not an excuse for repeating it 2-3 times in the book. (As with the names and ocupations of the various members of the canting crew). In effect this book shoulf not have been a hardcover. As a 96 page softcover (adequately priced) it would have been magnificent as it stands I can not recomend it on price/value aspect.

In conclusion - Canting crew is a inspirational read rather then a rules-book. It would be entirely useless for those running a high-fantasy or even highly cinematic campaing. It is of immense use to the DM who cares about the more down to earth aspects of his campaign cities and has heroes functioning against the background of the everyday life.
 

Gary Gygax’s The Canting Crew

Written by Gary Gygax

Published by Troll Lord Games

184 b & w pages plus map

$34.95



The Canting Crew attempts to bring some life to the roguish underbelly of role-playing games. This hardcover is broken up into four chapters or books, each one with a specific focus. The book starts off with a blank page, then a cover page, then a credits page, then the table of contents, and then another blank page. Book I, “The Canting Crew Society”, starts off with The Canters, which appears to be a listing of names for lowelifes, followed by an introduction. This section provides the GM with ideas on how city life works. This includes notes on what the city looks like under architecture, as well as how the city is broken up into different social circles and how those circles showcase their wealth. Unfortunately, for most examples that involve money, it uses dollars and provides the GM with a value equivalency in gold pieces. Very cumbersome for D20 players who are mostly playing fantasy games using gold and silver based economies.



The largest section of this chapter is The Brotherhoods. Here, the four different types of Canting Crew, Assassins, Thieves, Vagabonds, and Beggars, are broken up into different types with subtables providing the GM further information. Each section starts off with the percentage that the brotherhood makes up of the underclass, Assassins for example, are .5%, the Emblem, the Sign, the Word, background, and professions found within that Brotherhood. For example, under Assassins are made up of bladesmen, bowmen, arsonists, crushers, and ‘common murderers’, among others. The real details come under Thieves who have numerous subtables under each profession. Fences are broken down into: Encloser of the Dump, Flash Patrons, Olli Compollis, Family Men, Locks, Mine Aunts, Bousing Kenners, Lenas, Bob Covers, Mine Uncles, and Uncles. Each profession with a brief definition and in this case, what percentage they get paid. Looking for information on Prostitutes? Hijackers? Kidnappers? How about Whore Masters/Mistresses? There are 43 different subsections for Thieves and while there is some overlap and more details are needed to really make this information more than a collection of titles and ideas, it provides enough information to get the GM thinking.



This book closes out with the Afterward: On the Incidence of Magic, which discusses how magic and “mental powers” are used within the game. This is a page of information that provides the GM with a numerical breakdown of how many spellcaster types might be found within such groups.



Book II, The Jargon of the Canting Crew, is the strongest section of the book. This is a dictionary, broken up by subjects, with a word, and a definition. Under Names for Food & Drink, you get the normal name, and then the Cant name. Meat Pie is Crusty surprise while Venison is Panter. There are numerous areas including money, gems, weapons, armor, profession, both Canting Crew and normal, as well as a separate Canting Dictrionary, which is listed in alphabetical order which provides a word and the Canting word. Avoid is Dodge, Axe is Hewer, Beat (with a staff), Jordain. This section is followed by the opposite, Cant to English.



After the dictionaries, a section on Conversational Canting helps the readers actually use this material in small chunks. If you want to tell your fellow Canters that you’re an assassin, you might say something like “I stam flash.” while if you wanted to say that there is a large and prosperous inn, you’d say, “Here’s a two-handed and rum bluffing ken.”



Also useful is the Canting Crew Waylaying Signals. There are diagrams, similar to sign language that use hand and arm signals. The symbols that follow, mostly beggar signs, are also useful. A wavy dagger indicates that there are assassins here, while a broken sword shows that former soldiers are about.



These two sections compromise the bulk of the book and are useable with any game system. It is when the game goes D20, in Book III, that some serious flaws start to show. It starts off with some prestige classes and it seems that many people spend their lives trying to get into a Henchman role because that’s the first prestige class presented. It also shows some amazingly sloppy work as many sections seem to be cut and pasted from another book “the rogue can attempt to roll with the damage”, or “The monk must declare she is using a stun attack.” When providing details about the Henchman’s abilities.



Other Prestige Classes include the Changeling, a roguish spellcaster whose minor arcane spells are meant to augment his thieving abilities. The Counterfeit is another arcane spellcaster, who focuses on crafting clever imitations for sale. The Pacer, a City Ranger, has a preferred opponent bonus, as well as Urban Lore and a mix of spells to augment his abilities. The Trademaster, more fighter than merchant, has the ability to dominate animals and lead people. A strange combination, but hey, sometimes the wolves don’t want to be skinned and must be talked into it. The Vanguard is another arcane spellcaster whose abilities focus on moving ahead unseen and finding things that are difficult to find.



The new spells are meant to augment thieving abilities for the most part, and are mostly from the prestige classes introduced. None of them range above 4th level. The spells are presented by level, and then in alphabetical order. Included are Age Object, a spell that lowers the hardness rating of an item, Runes of Holding, a spell that superglues a creature in place if he walks onto the effected surface, and Web Trap, a spell that traps a creature while an illusionary spider then bits it.



Most of the prestige classes could’ve be done as multi-classed options and don’t present any advanced thinking or showcase the differences in say taking a few levels of mage and rogue for most of the arcane spellcasters, or taking a level of ranger rogue for the pacer.



Book IV, Orders for Lejendary Adventure, introduces the following orders: Orders are introduced in alphabetical order by name, rank in society, required abilities, and then abilities from 121th rank to 1st rank. These are the orders: Alchemist, Assassin, Beggar,

Bravo, Friar, Guard, Holly Warrior, Inquisitor, Mariner, Merchant, Scholar, Scout, and

Warrior Monk.



Appendix A includes a list of Guilds & Orders that are inside a city. Appendix B, an Index of Inns & Taverns, provides names that GMs can quickly use in to flesh out a setting. Names include The Cherry Blossom House, the Falcon and Dirty Al’ among others.



Appendix C is a Supply List and while it’s nice to see what things cost and how much their weight is, without a definition of what these items do, the listing is fairly worthless for some entries, and since other entries are already in say the Player’s Handbook, doubly worthless as they may create confusion as a player seeks to get the lower price. “But in the Canting Crew Acid is only 2 gold pieces.”



Appendix D, Crimes & Punishments, uses dollars instead of gold pieces for fines. Crimes are broken up into lower crimes to higher crimes like Prostitution without License and Vagrancy to high crimes of Coin Shaving, Sorcery, and Witchcraft. What’s the different between Sorcery and Witchcraft and are such things high crimes in a magical society? The Canting Crew provides no help there.



The Open Game License takes up a page, and a full-page ad for The Heart of Glass and another full page ad for the other books in the Gygaxian Fantasy Worlds ends the book. Well, not technically since a blank page ends the book.



A four-page spread of Ludnum is included. One side is an overhead view of the city, while the other side is similar to a CAD drawing. Don’t get too excited though because there are no real details about the city. NO locations marked out or detailed for example.



The paper is high quality and looks like old parchment. The art hovers around average with a few pieces falling below and above. The layout of the book is pretty ugly in some places. For example, under the Thieves section with all its subtables, you have a head for the main topic, and a subheader for each topic underneath it with lots of white space between sections. Text spacing is pretty bad with heavy use of justification and lots of orphans and widows mourning their lost kin. Book II, Cant Dictionary is the best looking section because it’s a simple layout with the word bolded and the definition normal.



The book is not overpriced for being a hardcover on fine paper with a double-sided map. It is overpriced for any D20 player looking for serious crunchy material, especially with other thief based material out on the market already. The book provides a vague and general reference on city life among the lower ranking denizens and the dictionary, if not heavily used, add a lot of depth to role-playing encounters.



Hopefully in the future, there will be fewer tables, more specifics, less fonts, widows, orphans and spelling errors, and more effort at providing a good-looking layout. More hopeful but less likely is that Troll Lord Games will follow Guardians of Order’s lead and make the Lejendary Adventure books separate from the D20 books.



In closing, if you’re a D20 player looking for new options for your rogue, pass this book up. If you’re a D20 GM looking to add detailed depth to your campaign, pass this book up. If you’re a GM looking for a dictionary of slang for your low life villains to use, or want to add some symbols to the environment that your players stalk, or want some ideas on how much a Whore Master makes, then this is a perfect book for you.
 

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