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Blackmoor [Castles & Crusades] - Printable Version +- The Comeback Inn (https://blackmoor.mystara.us/forums) +-- Forum: The Garnet Room - Blackmoor General Forum (https://blackmoor.mystara.us/forums/forumdisplay.php?fid=34) +--- Forum: Blackmoor Rules Discussion (https://blackmoor.mystara.us/forums/forumdisplay.php?fid=26) +---- Forum: Classic D&D (https://blackmoor.mystara.us/forums/forumdisplay.php?fid=56) +---- Thread: Blackmoor [Castles & Crusades] (/showthread.php?tid=3268) |
Blackmoor [Castles & Crusades] - yergerjo - 12-20-2025 I've started work on adapting the DA Blackmoor Setting to use with the Castles & Crusades (Reforged) system. Is anyone else using C&C or might anyone be interested in this project? RE: Blackmoor [Castles & Crusades] - RobJN - 12-21-2025 (12-20-2025, 01:58 PM)yergerjo Wrote: I've started work on adapting the DA Blackmoor Setting to use with the Castles & Crusades (Reforged) system. While I am not a C&C guy, I am always interested to see how others work Blackmoor into their system of choice. What sorts of things about Blackmoor does the system do straight out of the box? What system parts need to be finessed to fit the mood/tone of the setting? What do you need to add to the system, or (usually more interestingly) what needs to be left out? RE: Blackmoor [Castles & Crusades] - yergerjo - 12-21-2025 (12-21-2025, 06:39 AM)RobJN Wrote:I just discovered C&C early this year with their Reforged ruleset; technically the only new edition they have done since 2003. They have quickly become my favorite system to run. I'm presently running 2 C&C-based Greyhawk campaigns using old TSR modules.(12-20-2025, 01:58 PM)yergerjo Wrote: I've started work on adapting the DA Blackmoor Setting to use with the Castles & Crusades (Reforged) system. Some initial thoughts come from their built in compatibility between C&C and Amazing Adventures (Troll Lord Games' modern, pulp fantasy system), easily facilitating the mixture of high technology and fantasy with very slight adjustment. The Egg of Coot and St Stephen's kindred, all naturally fit. As regards converting the Zeitgeist Era of Blackmoor to C&C: the AA Arcanist with its variant casting design makes a good substitute for the 3rd edition sorcerer the Gadgeteer slots into the "inventor" role nicely the C&C Knight seems tailor made for a noble Thonian the C&C Archer class, from the Adventurer's Backpack, seems well suited to Peshwah...as the only class with an effective mounted archery capability the C&C Arcane Thief, from the Adventurer's Backpack, with their ability to absorb spells as they are cast, shutting down enemy casters and being able to return cast the spell or inscribe it into their own books, seems very much like a skillset that the Wizard's Cabal would encourage - and also make a good foil to the WC Converting things unique to the setting, like clockwork automata is relatively straightforward, especially with the implicit emphasis of "rulings over rules". The Prime vs Secondary attribute system, 12/18, as setting the base DC for things allows for quicker, free-form play. The system itself preserves an "old-school" deadliness and difficulty, while also allowing for characters to really achieve heroic feats and status without having to rely on "Monty Haul" or "super-heroic abilities". Overall, the C&C system suits such "High Fantasy" while still maintaining a good deal of challenge and risk. I think when I get into running my next game, the rules-system will really help convey the unusual flavor of Blackmoor. |