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Castles & Crusades Castle Keepers Guide [Hardcover]

Davis Chenault , Peter Bradley
4.5 out of 5 stars  See all reviews (6 customer reviews)

List Price: $39.99
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Book Description

August 29, 2007
Whether you've playing for years, or just recently joined the Crusade the rules presented here will help you in both preparations for games to come and give you the necessary tools to deal with most any scenario that develops at the gaming table. We are roughly 8 weeks from completion on this massive project and are at last confident that it is taking a form and shape both structurally useful and meaningful, but yet one that does not interfere with the game you've been playing for so many years. Castles & Crusades' hallmark trait is its simplicity, derived from the very versatile Siege mechanic. The CKG reflects that game style and philosophy. The Castle Keepers Guide facilitates the role playing experience. Packed with tons of useful data the book promises to be a staple at the gaming table. It covers a breadth of subjects rare in modern RPG books, from high level adventures, to weather; from cavernous deeps to setting a halberd for a charge; NPC role playing guidelines become easy in a multi-chart system that allows the CK to quickly track their reactions; movement over roads is simple but expansive, allowing the CK to determine speed and distance by the terrain, movement rate, and weather; alternative magic system and how to deal with character deaths. These are but a sampling of the subjects covered by the CKG. With a wholly new approach to expansion rules, the CKG gives multiple approaches to dealing with the same problem, ranging from how to role play through it to more defined guidelines. Like Eli Whitney s interchangeable parts, each of these approaches to problem solving work in concert as the CK wishes. Using defined guidelines in one instance does not preclude using role playing in another. All the material is here for the CK and players to grasp; and for the CK to utilize at their own discretion.

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Castles & Crusades Castle Keepers Guide + Castles & Crusades Players Handbook, 5th Printing + Castles & Crusades Monsters and Treasure
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Product Details

  • Hardcover: 310 pages
  • Publisher: Troll Lord Games (August 29, 2007)
  • Language: English
  • ISBN-10: 1929474687
  • ISBN-13: 978-1929474684
  • Product Dimensions: 11.1 x 8.5 x 0.9 inches
  • Shipping Weight: 2.4 pounds (View shipping rates and policies)
  • Average Customer Review: 4.5 out of 5 stars  See all reviews (6 customer reviews)
  • Amazon Best Sellers Rank: #79,142 in Books (See Top 100 in Books)

Customer Reviews

4.5 out of 5 stars
(6)
4.5 out of 5 stars
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It might even be slightly better, since it's more organized. Drew_2112  |  2 reviewers made a similar statement
Like the DMG of old it is full of ways to make your game better. J. Mullins  |  1 reviewer made a similar statement
Most Helpful Customer Reviews
15 of 15 people found the following review helpful
5.0 out of 5 stars Clarification of availability of Hardcover Edition March 30, 2011
Format:Paperback
This is Tim from Troll Lord Games and we wanted to just let everyone know that the Castle Keepers Guide is available in Hardcover through Amazon, but because of the way things come up on Amazon, the Digest Version comes up first. And it says that the Hardcover is out of print or limited availability, but I can assure you it is available. We are working with Amazon to correct this ASAP. Thanks, Tim
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10 of 10 people found the following review helpful
Format:Paperback
Ok, so if you're reading this, you probably know alot about the game but may have a few questions. I'll get those bits out of the way before I go into the review proper.
1. Castles & Crusades is a rules light system based on 1st Edition AD&D that utilizes the 3rd Edition OGL to introduce the unified d20 mechanic.
2. Castles & Crusades core rulebooks include the PHB and M&T. Unlike typical D&D editions, the CKG (DMG) is neither core, nor required.
3. The CKG is mostly a compilation of advice, story ideas, campaign management and optional rules systems.
4. Digest editions are softcover (mat finish) and do not re-edit the content. They are simply shrunken versions of the original with similarly shrunken fonts and artwork. Older readers, particularly those who wear reading glasses may be disappointed, but the form factor is definitely worth considering if you don't mind very small print size.

Ok, so now that we've got that baseline out of the way. How does the CKG stack up as an optional supplement to the core books? To put it simply: Amazingly well.
If you're a fan of C&C you're no stranger to their history of being wildly creative and interesting but falling down when it comes to the editing, organization and layout. The first PHB was a good example. It contained an amazing ruleset, a great take on the early editions of the game, but getting that ruleset out there was a struggle. Well, they've learned a lot since then. The folks at TLG have taken a lot of feedback and have implimented much of it in this product. Are their still typos and grammatical errors? Sure. But the layout and presentation is hugely improved. The font choices are more pleasing, the columns and justification at must better. As usual Peter Bradleys artwork is excellent.
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4 of 4 people found the following review helpful
5.0 out of 5 stars Well worth the wait July 13, 2011
Format:Hardcover
The castle keepers guide was a long time coming. Waited for about 2 years for it to come out. I feel it was worth the wait. Like the DMG of old it is full of ways to make your game better. Its loaded with info on character advancement and customization. World building and running games. And even how to manipulate the siege engine to run the game you want to run.
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1 of 1 people found the following review helpful
5.0 out of 5 stars The Dungeon Master's Guide for C&C April 18, 2012
By Gwydion
Format:Hardcover|Amazon Verified Purchase
The book is well laid out and bound in the same style as the hardcover 3E books. It does not have many illustrations, which are in black and white, but then I am not happy about lots of large pictures in a rulebook.
The book is divided in three parts: the characters, the gameworld, and the siege engine.

The chapter about characters has the rules for up to level 24 and the expanded attribute table to 30 (as in Gods and Monsters). There are also a lot of optional rules and ideas on how to expand the material, if wished for, like e.g. different bonus values for the stats, depending if one wishes a hard-and-fast or epic game. The continuing and new abilities for the classes seem to be good (I say seem, since I haven't played past level 12 yet, and as the authors emphasize, there are many sources of inspiration around to improve things you don't like. Then there is additional gear (transportation, boarding, miscellaneous stuff) and a section about hirelöings, followers and henchmen, how to acquire and keep them.

Part 2, Worlds of Adventure, deals with world design (geographic and by epoch), city & society design, brushing government, crime and law-enforcement, economy, buildings, and languages. All of this is not explored in depth - which would fill volumes - but brought sufficiently to attention. None of this stuff is really system-specific and can be used as reading material for any GM. After having built my own worlds since years I don't need it, but for a game everything you need is there (GMs tend to overthink their stuff sometimes, and very few players indeed are interested if your kingdom's economy works, or if the weather follows logical patterns). The section about dungeons discusses the types of dungeons, and has a nice set of trap examples.
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1 of 1 people found the following review helpful
5.0 out of 5 stars High Quality Book for High Quality Gaming System February 24, 2012
Format:Paperback|Amazon Verified Purchase
To describe the book itself: The binding is very good, the paper quality is excellent, and the illustrations are drawn well. The pages aren't glossy and the pictures are all in black and white, but honestly I thought that was perfect for this book. Quality-wise it's way better than what Wizards has been publishing.

Regarding the content, I can sum it up in one word: AWESOME. I've been playing RPG's for some 20 years now, mostly Dungeons and Dragons, but by the time they published 4th Edition I had enough. This game gives control back to the game master, it provides a simple and eloquent solution for combat, and allows players to immerse themselves in the story. While 4th Edition is fantastic for tactics and balanced combat, this book provides excellent information about creating dynamic worlds and about campaign details. It's for role-players. While you can play C&C with just the Player's Guide, this book is a fantastic resource to enhance your game.

The Castle Keepers Guide invites comparison to the old AD&D Dungeon Master's Guide, so if you liked that book you will definitely enjoy this one too. It might even be slightly better, since it's more organized. The one thing to remember is it doesn't contain magic items like the DM's Guide, for that you have to purchase Monsters & Treasures.
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After six month?
I have emailed the producers of the book and each time they told me it was on the way.....well that was over a year ago and I have yet to see this book they keep saying is coming out soon, yeah right and I'm a chinese jet pilot.
Jan 26, 2007 by S. Nelson |  See all 6 posts
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