Post by ffilz on Jul 11, 2018 16:23:50 GMT -6
Chivalry and Sorcery was probably the second RPG book my friends and I got. My friend had got Holmes Basic for his birthday in October of 1977, and his mom showed my C&S and asked if I thought he'd like it for Christmas that year.
I ended up spending more than the cost of the book making photocopies (and eventually bought the book, ruined spine from all the photocopying and all).
I ran C&S for about a year before I eventually got an OCE OD&D boxed set and supplements and started running D&D (soon to become AD&D). Since then, I've run a few sessions of C&S here and there. At the time, I was all into all the detail of the system.
I still feel like the magic system is inspirational, if ungainly (there's a whole mini-game just to learn a spell), and the idea of a system for creating magic items is also appealing. On the other hand, it was the first time I saw some very explicit Lord of the Rings features in a game (that wasn't a Lord of the Rings game).
The session or two I ran in college was the first time I really tried to play the combat system as written (back in the day, I think I used lots of short cuts). Back in the day, I had a fetish with natural caverns, and combined with the serious nature of C&S giant rats as opponents, we jokingly called the game "caves & giant rats".
I remember spending time working out a mages guild, designing the building with C&S's castle construction rules (which are a level of detail higher than OD&D's but in the same vein).
I don't think I've really taken anything from it for other games, though I think there is some influence on Cold Iron.
Frank
I ended up spending more than the cost of the book making photocopies (and eventually bought the book, ruined spine from all the photocopying and all).
I ran C&S for about a year before I eventually got an OCE OD&D boxed set and supplements and started running D&D (soon to become AD&D). Since then, I've run a few sessions of C&S here and there. At the time, I was all into all the detail of the system.
I still feel like the magic system is inspirational, if ungainly (there's a whole mini-game just to learn a spell), and the idea of a system for creating magic items is also appealing. On the other hand, it was the first time I saw some very explicit Lord of the Rings features in a game (that wasn't a Lord of the Rings game).
Chivalry And Sorcery said:
The Ring of Great Command: A spell which the Necromancer places in an enchanted Ring of Power. The Ring binds the possessors of lesser Rings also fashioned by the Necromancer: 9 for mortal men; 7 for Dwarf Lords; and 3 for the Elven Kings.The session or two I ran in college was the first time I really tried to play the combat system as written (back in the day, I think I used lots of short cuts). Back in the day, I had a fetish with natural caverns, and combined with the serious nature of C&S giant rats as opponents, we jokingly called the game "caves & giant rats".
I remember spending time working out a mages guild, designing the building with C&S's castle construction rules (which are a level of detail higher than OD&D's but in the same vein).
I don't think I've really taken anything from it for other games, though I think there is some influence on Cold Iron.
Frank