Jump to content

Chivalry & Sorcery

From Wikipedia, the free encyclopedia

This is an old revision of this page, as edited by 90.41.158.60 (talk) at 07:21, 27 August 2009 (The mythical 1st edition (C&S1)). The present address (URL) is a permanent link to this revision, which may differ significantly from the current revision.

Chivalry and Sorcery
DesignersEdward E. Simbalist, Wilf K. Backhaus
PublishersFantasy Games Unlimited, Highlander Games (3rd edition), Britannia Game Designs (Light & Rebirth edition)
Publication1977 (1st edition)
1983
(2nd edition)
1996
(3rd edition)
1999
(Light edition)
2000
(Rebirth edition)
GenresFantasy
SystemsCustom, Skillscape (since 3rd edition)

Chivalry and Sorcery is a fantasy role-playing game that was first published in 1977 by Fantasy Games Unlimited. Originally created by Edward E. Simbalist and Wilf K. Backhaus in 1977, Chivalry & Sorcery (C&S) was a competitor of the early days of Dungeons and Dragons. Historically, the two designers of the game were dissatisfied with the lack of realism of Dungeons & Dragons (D&D) and created the first gaming system derived from it, which they named "Chevalier". They presented it to Gary Gygax at a gaming convention, but it showed no interest to modify D&D in this direction. After some final changes to get rid of Knight last remnants of D&D (eg the game contained a table of "Saving-throw" similar to D&D), Edward Simbalist Wilf Backhaus and published the first edition of their game, renamed "Chivalry & Sorcery. Shortly after released the first edition of Advanced D&D.

More focus on the side and medieval chivalry on the fantasy side, C&S had in its first version of a system of rules more sophisticated and complex as the very first role playing. The game has been published four times, first to improve its presentation and also to modernize the mechanisms. C&S was the first to introduce new concepts like critical hits or levels for monsters who have been occasions, for example, Rolemaster, or the new version of Dungeons & Dragons and open players on the outside part of campaign instead of confining them to a dark underground dungeon in the dark confines of the country. The parties taking place outside the framework of an adventure became very important, especially for magicians, who had to spend many days to learn their spells and enchant their materials.

The mythical 1st edition (C&S1)

Also called The Red Book (see image above), the first edition of C&S is still for many fans the tastiest and most comprehensive of the four editions covering the 30 years history of C&S. Anyone opening the red book was first struck by the density and richness of information it contained. The rules for character creation, combat rules, the rules of magic, the rules specific to the Knights (tournaments, courtly love, fiefs, political influence), the priests and miracles, a large section on monsters, one on demons and demonology and even rules of engagement to simulate mass clashes between small armies at a tactical level, all that was contained in the rulebook. The amount of information available and the layout of the book (small Gothic characters, little airy presentation) were probably many in the fact that most players who opened the red book for the first time the closed immediately without have the courage to bring the attention it deserved. The first edition incorporated mythology and bestiary of JRR Tolkien. He was so matter of Noldor immortal fathers of the seven dwarves in the mountains, Hobbits, Balrog and even a famous ring of power. These references have disappeared in subsequent editions for reasons of copyright, all these names are now protected by the descendants of Tolkien. Thus, C&S is clearly distinguished from D&D who was himself influenced by other authors such as Jack Vance, Fritz Leiber, L. Sprague de Camp and Michael Moorcock.

Creating a character

Creating a character begins with the random selection of the race among human, elf, dwarf, hobbit, or monster. It should be noted that non- human races are not limited level as D&D and that some races are superior to humans (innate magical abilities sometimes considerable longevity or immortality, racial bonus to certain skills, etc..). We find here again the influence of the world of Tolkien and the elves, especially the "High Elves" are by far the most powerful race of C&S1. Once the race specified, the player randomly draws "primary" characteristics, as well as size, weight and astral sign. Characteristics are seven in number: dexterity, strength, constitution, intelligence, wisdom, appearance, bardic voice. Some "secondary" characteristics are derived from primary characteristics, size and weight: Body points, Fatigue points, charisma, Carrying Capacity (CC), Military Ability Factor (MAF), Personal Combat Factor (PCF) and Command Level (CL or ability to lead an army). The astral sign, accompanied by auspices (favorable, unfavorable or neutral), determines if the character is more or less born under a lucky star regarding his vocation. For example, the sign Leo is a good sign for the Warriors while the sign Scorpio is a good sign for magicians. This results primarily (but not only) in a gain greater or lesser experience in the tasks performed. The alignment of a character from 1 to 20, corresponding to a 1-5 character Lawful and 16-20 in a Chaotic character. These concepts are very different from those of D&D, C&S they determine the behavior of a report by the teachings of the Christian religion. A Lawful be very respectful of the sacred texts and behave like an honest citizen of good moral. A Chaotic consider religion and moral principles which are attached as secondary or even devoid of any significance and will deliver the worst abuses that morality condemns. A character can also have one or more phobias or fears, such as vertigo, claustrophobia, arachnophobia, etc.., Which allows the player to give a little more depth to his character by staging its possible phobias. In C&S, social status is very important, born the son of Duke's better to be born son of a peasant, even if only for the money and property available for character creation, however, if the character is not a "bad son" who has been kicked out of his home by his father! A random drawing determines therefore the origin and social rank in the family, and if the character is a legitimate son, a bastard recognized or unrecognized by his father. Finally, according to these characteristics, his astral sign of social background, race and his natural inclination, the player decides what role the character will follow. Among the classes fighting, there is the classic warrior who becomes a knight he is the son of a knight or noble, or paladin if his faith is strong. A magician will choose among 19 different classes and there is truly something for everyone! The priests were also present but are almost exclusively monotheistic faith of Christian. It is without doubt one of the major weaknesses of C&S1, but we must put the game in a context that is intended as a simulation of an essentially medieval Christian Europe. Finally, there are three classes of thieves, thieves itself (like very hard for thieves to D&D), brigands (most often encountered on the roadside as NPCs) and assassins. In conclusion, the creation of a character C&S1 generally requires several hours in the company of the Master of the Game, but the characters have their creation story, an experience that gives them relief and helps the player's immersion in the skin of her character. For this same reason, when a character dies, it is rare to stop the game temporarily for as long as the player creates another character, as can be seen in other game systems where the generation of characters requires the start some dice and takes only ten minutes. This certainly influenced the game to campaigns in which the mortality figures are considerably lower than in other role-playing, which has the effect of request from the master game a lot of attention and application in the preparation of its scenarios. Incidentally, the other resurrections and Raise Dead are not common in C&S, compared to other games like D&D. Only bishops have the power to invoke a miracle to bring to life a faithful servant of the Church, the other existing means of returning to life is to sell his soul to the devil! The dead at C&S are very often dead definitive.

Fight

This is one of the strengths of C&S compared to its direct competitors of the time.The combat is realistic and introduces concepts such as points of fatigue, critical hits and the "Bash" (stampede that can break down an opponent engaged in combat when it is struck or pushed by his opponent). It is a huge change for players accustomed to a combat system very simple, such as D&D, as C&S to a heroic knight champion level 30 can die from an arrow in the eye drawn by a kobold first level! (although in practice this is very rare, it is entirely possible). It takes very little time to familiarize themselves with the system and its taste is such that after having tasted a fight C&S, back to another game system seems to fade.

Magick

General

The magic system was very sophisticated for its time and far more advanced than Dungeons & Dragons. It was also complex enough to put off many gamers. In addition, the organization rules of magic, scattered over several chapters throughout the book of rules, does not facilitate understanding. The fact remains that the magic system, inspired mainly by Wilf Backhaus Real Magic by Isaac Bonewits (recently reissued on Steve Jackson Games in the form of role play, as the Authentic Thaumaturgy) is the jewel in the first edition of C&S and remains today one of the great strengths of the game credentials of a magician is defined by its Concentration Level (which depends on its characteristics, its bonus astral and experience) that determines Magick's Level (MKL, the 'k' of Magick has always characterized C&S). The MKL determines what level of spells will be available (a new level of spells are available both MKL). The MKL highest a magician can have is 22 (as the 22 mysteries of the Tarot). On the other hand, the Personal Magick Factor (PMF) of a magician depends on its characteristics and its MKL and defines its ability to affect the world around them. In practice, PMF determines the scope and duration of spells and the number of volumes of materials used by the Magick User (see below on Magic Basic). This aspect of magic is questionable because the power of a spell will depend in some cases the level of the spell (spells the highest levels being most powerful) but for Basic Magic spells will no longer depend on the level of the spell but the magician PMF is to say its power. This ambiguity will persist until the third edition of the game, and even if it does not detract from the gameplay system, it loses a little elegance.

Basic Magick

Alongside "classic" spells, charms, illusions, black magick, there is a special class of magic, Basic Magick (BM) dealing spells manipulating the four elements (water, air, fire, earth) and their derivatives (ice, cold, heat, light, dark, sand, dust, rain, etc..) It is probably this aspect that is most fascinating magic in C&S1. All sorts of BM are the result of mixing of at least one spell of creation / manipulation (and up to three) and an element. Spells creation / manipulation are eight in number: Create, Remove, Detach (Move), Accelerate, Amplify, Intensify, Concentrate and Affix (Fix). Thus creating a fireball requires the following formula: Create Fire. If the magician wishes to launch the fireball at an enemy, he must use Detach Fire. The beauty of this system is the combination of possible effects. A magician who wants to create and launch a fireball at the same time use a spell with the formula Detach Create Fire. Knowing that we can combine up to three spells of creation / manipulation with an item, the number of possible combinations is immense and generally a magician will focus on one or two elements that attempt to explore the maximum. BM is much more dangerous than in other games, like D&D / AD&D a magician intermediate (eg MKL9, which is the level at which teachers become magicians and can take a student), such a magician can cast a fireball magic will 130 to 240 Body points of damage, with damage average of 180. Knowing that a man has a well established thirty points and hardly an athlete exceeds 50 points, one sees just how far we are from classic Fireball AD&D, which is unable to kill a character in a same average level.

Different classes of Magick Users

When a player decides to play a Magick User, the class to which it will belong must be determined randomly (or select if his game master agrees), knowing that no fewer than 21 classes of "Magick Users, are available, divided into four main categories: Magicians Nature, Arcana Minor Arcana Major and Mystics.

  • The Wizards are the Primitive Natural Talent, who make the magic instinctively but are unable to learn spells from a book or to enchant magic items, and the Shaman, Medium, Dance and Vocal Trance which Drug learn magic by a spiritual guide, contacted in a trance, which is induced by an altered state due to the concentration of the magician, the absorption of drugs or the use of sacred songs, or else a mixture of all this.
  • The Minor Arcana consist of highly skilled magicians such as the Alchemist seeking the philosopher's stone and the potion of immortality, the Jewelsmith Artificer, which manufactures protective amulets and rings Powers (similar the Elves of Eregion who were manipulated by Sauron in the work of Tolkien), the Mechanician Artificer that makes the statues come alive, mechanisms and magical traps, the Weaponsmith Artificer that manufactures weapons and armor magic, magician class in which the Dwarves excellent particularly, the Astrologer who reads the future in the stars and Diviner which reads the card's Tarot delighted. The last category is the Minor Arcana's Stone (Hex Masters) which itself comprises several types of magicians. There are Witches and Warlocks who live in convents, often headed by a Evil Priest, specializes in black magic and demonology, capable not only do magic but to ask miracles to Lucifer and his angels. Finally, the Solitary Master Hexuses his knowledge of black magic and demons to fight evil, it is necessarily Lawful alignment.
  • The Major Arcana are closer to traditional magicians found in writings or in other RPGs. The conjuror practiced all through his magic potions that he prepares in his magic cauldron, the Enchanter hides his spells in songs and tunes and often takes the disguise of a minstrel who goes castle to castle, the Necromancer animates the dead and command. All his life he searches for the Secret of Life and Death which will create a being of flesh animated entirely at his command, in the style of Frankenstein's monster. When it reaches a high enough MKL it may make the Rings of Power and One Ring that allows all command, as did Sauron of Mordor. The Necromancer often plays the villain in the adventures of C&S and is a formidable opponent! The last class of the Major Arcana is Thaumaturgist, it produces powders and perfumes and is the undisputed master of illusions.
  • The Mystics are three in number and practice more esoteric forms of magic, even sealed their colleagues in other classes. The Kabbalist (Cabbala-Symbolist) practice his art by the use of runes that can draw in the air or on objects. He often works with other magicians, especially the fireworks blacksmiths. The class is very interesting to play but it is regrettable that it is sufficiently distant from the Jewish Kabbalah, but rather a kind of "generic" cabbalist, which can be adapted to different cultures (Judeo-Christian, Nordic , etc..). Power Word is the master of words and commands. He learned many languages and seeks to discover and learn all over the Words of Power. A good example of verbal Ged (Sparrowhawk), in the saga of Earthsea Ursula Le Guin. Finally the Mystic Square uses the numbers to do magic. Perhaps the most mysterious of all magicians, one whose knowledge is the most hermetic and difficult to teach, which may explain that the Magick Users class is very uncommon in C&S campaigns. At very high level, his knowledge of the fundamentals of magic is such that it is able to cancel any magic in a wide radius around him, whatever the power of magic he meets!

Spells

The magic system itself is based on the premise that the world is resistant to magic and to learn a spell or enchant a material to make something magic, a magician must lower the resistance (Basic Magick Resistance or BMR) of this fate or what material to 0. Spells and materials have a BMR varies from 1 to 10, the highest BMRs match spells / materials more durable and therefore more difficult to learn / enchant. A magician will then spend time, lots of time to ponder his spells to learn and easier to enchant materials. The time spent on these activities purely magical is going to bring in experience, although often it would have earned on an expedition adventurer to kill monsters and find treasures. In practice, to cast a spell, the magician must first pass the Casting, which is automatic if the fate is known to BMR 0, which otherwise requires a throw of the dice. Then it must reach its target spell correctly (Targeting), the effectiveness of targeting depends on experience and that of its target. Some spells do not need to be targeted, they act on an area of effect. Finally, if fate is kind of illusion or charm, the target is allowed a Saving throw, using either his intelligence (for illusions) or wisdom (for command) to resist. This three- stage system makes magic less automatic, more random, but not less dangerous because the effects of high level spells are often terribly final.

Magical Devices

The process of making magic items was particularly detailed and far more advanced than other games of the moment, giving magicians flavor and complexity unrivaled at the time. We can classify magic items into three categories:

  • simple magical items

These are items that require a limited number of different materials (under 10) and contain a limited number of charges, these charges being worn or when the spells contained in it are used. They are classically simple rings, potions, scrolls etc.

  • Magical items of Power

More complex and time consuming to make, they require consulting an astrologer who should determine what the astral sign of the object. The Magick User will then enchant the 22 corresponding materials to the sign of the object and end his spell during the 30 days covered by the sign of the object, without anyone coming to interrupt this period of time. These objects are much longer and difficult to manufacture, but contain more spells, more loads and feature a power recharge allowing them to return every day some of the loads.

  • Focus

They are enchanted like Magical items of Power, but each class magician produces a type of Focus of its own. For example, the Medium has a crystal ball, the Artificer Blacksmith, a hammer and anvil, the conjuror a pot on a verbal stick, etc. The Focus is essential to the Magick User who wants to practice his art in good condition. It will store a huge number of spells in and he can use his Focus for his personal magic defense. From MKL1, any self-respecting magician who undertakes the manufacture of a Focus, long-term undertaking that can last several years.

Demonology

While demons and devils of the Monster Manual AD&D hide their origin, sometimes clumsily (eg the arch-devil Asmodeus is named after the Judeo- Christian demon Asmodeus, the type VI demons alike as two drops of water Balrogs to Tolkien), the demons of C&S claim their origins. It is ascending to power, Gargoyles, Imps, Balrogs minor Balrogs major Elementary four elements, Jinn of the Ring, Jinn of the Lamp and Efreet, Knights of Hell, Fallen Angels, Powers, Principalities and Lord of the Underworld at the top of the demonic hierarchy. There is a spell of invocation to the demons of each circle of power, the most powerful demons requires a black mass and a sacrifice for their invocation. The Magick User who wants to invoke a demon must first succeed in drawing a protective circle, then the devil appears and it can then be ordered to request a service or be binded for a period of time. The most powerful demons can not be bind but they know many secrets they can teach the Mage. Nevertheless, all demons are Retord (and the most powerful are the most Retord) and woe to the evil Magick User who has traced the circle of protection or who have poorly formulated its application to the devil! Despite the interest and realism of the system, which makes a case demonic invocations no Mage can not afford to treat lightly, it is regrettable that part of the system has not been better integrated with the rules of magic and is confined to the end of the rules, and also the mixture of styles, the Judeo-Christian demonology adjacent to the Thousand and One Nights, all sprinkled with a touch of mythology came from the writings of Tolkien.

Guilds and secret societies of magicians

One of the most interesting system of magic C&S is an opportunity for a Magick User to be part of a guild or society, more or less secret, including members of his class, and sometimes other classes of magicians pursuing the same ideals and animated by the same designs. Thus, there are secret societies of sorcerers and witches, of course banned in companies based on where monotheistic religions worship the Devil is punished with the stake, but there are also guilds Artificiers Blacksmiths with storefront and selling weapons and armor to magic which is fortunate enough to buy them. The advantage of belonging to a guild or society for a Magick User is to have access to knowledge of the guild, which is sometimes overwhelming and made available to members only. Often, the Mage will be on a mission by his guild, which provides the game master opportunities scenarios. Within the guild, the young Mage will have to prove himself and is framed in its infancy by a master who taught him his first spell and ensure its training and its protection. Woe to the unconscious that it takes students to a powerful magician, he will suffer his wrath! Then, when it reaches the MKL9, the student becomes the master and can in turn take an apprentice, thus perpetuating the spread of the knowledge and traditions of the guild. Among the many secret societies, are the very powerful Great White Lodge, inspired other esoteric secret societies like the Rosicrucians, or closer to home Freemasonry. The avowed purpose of the Great White Lodge is to ensure that magicians do not use their powers to increase their influence, wealth or social position and does not harm the balance of the world through the use of magic. The members of such an order, very limited and highly selective, are the natural enemies of sorcerers, Necromancers and by extension any user of black magick which aims to get more power through knowledge and use of magic.

C&S2: Towards a greater clarity

The second edition, released in 1983, is presented in a cardboard box containing three booklets of rules, whose presentation is greatly improved compared to C&S1, the text is more airy and there is a tendency towards greater consistency in the organization rules. There is no fundamental change in relation to C&S1 but multiple changes which tend mostly to clarify (or simplifying) some points rules. The spirit of C&S is always present and was pleased to see the medieval period now clearly separated into three distinct periods: Early Feodal, High and Late Chivalric Feodal, for each period with a distinct technology. For example, the heavy plate armor and swords in both hands like swordfish are available in Late Feodal (XIV - XV centuries). This avoids the anachronisms and gives teachers play a useful indication of technological advances each time, allowing campaigns to make more realistic, ongoing concern which the authors, Ed Simbalist and Wilf Backhaus, are attached. One of the most exciting additions to this second edition, which will be extended to the whole system of rules in the next edition, is the appearance of Skills, mainly but not exclusively-for-thieves, murderers and affiliates. A character can learn skills by spending experience points, some talents cost more expensive than others. Alongside the talents of "traditional" thieves one sees, for example, talent for cooking, particularly popular with players playing a Hobbit! This system of talent (very popular in the role play of the day, including at Chaosium) diversifies the characters in and out of traditional stereotypes, giving both a personal touch as well as more depth characters. Among the disappearance of this second edition, we may regret the absence of the combat system mass, we will find in various forms in the extensions of the game, especially Swords & Sorcerers and two Sourcebooks. C&S is now refocused on the role playing aspect and side wargame is set aside, presumably to both reduce the system of basic rules and to mark the distinction between genres. Indeed, proponents of role playing and wargames are those of two populations of distinct players who rarely have strong interconnections. With C&S2, we go to a system that was designed as a complete simulation of the Middle Ages in all its aspects, political, economic and military, enhanced by a strong fantasy come mainly from the world of JRR Tolkien, to a set of more conventional role in which realism is nonetheless wants very strong, much stronger than in other games in the same period.

C&S3: The game loses its soul

After the relative success of the second edition, C&S will sink into oblivion for many years for several reasons, mainly from the lack of support of Fantasy Games Unlimited (FGU). After various adventures, the game was finally reissued by Highlander Designs (HD), an American publishing house founded by GW Thompson. The authors are Ed Simbalist, Wilf Backhaus and GW Thompson. What is striking from the first reading of C&S3 is the almost complete disappearance of medieval references, the game was now very orientated toward the fantastic, imagination and even less near constant concerns of the previous editions, namely some historical realism and a strong smell of medieval Europeans. The magic has been significantly simplified, but has also lost some of its flavor and interest. One sees with dismay a new class of "General" magician, which sees itself as the archetype of the "classics" magicians found in other RPGs like AD&D. The layout of the rulebook itself is very disappointing, but C&S3 sells well enough, given the reputation of the game and its base of loyal fans. These same fans will be on the mailing list of the "Loyal Order of Chivalry & Sorcery", created in September 1996 at the instigation of Wilf Backhaus, mailing list that will, for many years (until 2005, when the creation of the first forum of LOCS, posted by Ian Plumb), stimulate debate about C&S3 then C&S4, most players lamenting the disappearance of the medieval flavor and realism of the first two editions. One positive point is however to the credit of C&S3, establishing a system of "skills" which covers all areas of the game, fighting, magic, knowledge of geography, languages, dances and songs, everything a person is able to do or know, the list of those talents are not exhaustive. The talent system (called "Skillscape") uses a die percentage and a 10-sided die (D10) for all actions determined by talent, the D10 determining if the success (or failure) of talent is "critical "or not. This system, very flexible and very efficient, is a decisive contribution to C&S, which leads to both simpler (a single resolution system for all aspects of the game) and modernism (games of all time with an operating system talent). Several extensions to the rulebook will be published with the label C&S3, but only one really holds the attention of the gaming community, that of "Bestiary," a collection of monsters such as "AD&D Monster Manual, but with this fragrance this detail and realism brought to the simulation, so proper to C&S of old editions. As noted in the Bestiary a fabulous chapter on "Faeries", the fairy beings of Celtic legends, the descendants of the "Tuatha de Danaan, and the eternal war between the Court and the Court Volunteer malevolent, who opposes the" angel "and "bad fairies". This chapter will fill with joy the legends of Irish fans who want to add a touch of magic (in the sense of the word) to their campaign.

C&S4: The Rebirth, a long-awaited revival

Despite the relative success of the third edition (which was mostly deserves to know the game to a new generation of players), he sorely lacked in C&S3 which had given their letters of nobility to the first two editions. Many experienced players missed the almost complete disappearance of medieval references, giving a fragrance and a real authenticity to the game. In addition, the game mechanics that added realism, such as the "Bash" had disappeared and many fans of the first hour began to react against this extreme simplification of the game that took away much of his interest. Some even went so far as to preach printing a new edition that would correct these defects while the third edition was older than a few months! The future would prove them right as often and when is C&S in a fairly dramatic. Highlander Designs went bankrupt and was bought by Brittannia Game Designs Ltd. (BGD), a company based in England and directed by Steve Turner. The fourth edition of C&S, called "The Rebirth" was born a few months later. Edward Simbalist was always the main author, but he was assisted in this task by many fans here and there brought their input and ideas. The result was certainly superior to what C&S3, the return of some medieval references and some gameplay mechanics (such as "bash" or "Targeting" for spells) adding this degree of realism that was lacking in the previous edition. Moreover, many additions to the rules (such as "Laws of Magick") brought novelty to the game, so it was ultimately a result that satisfies both old and new players. Almost. For one of the disadvantages of having worked on several projects such as C&S4 was some disparity and a lack of uniformity of rules. However, it was ultimately a product that was far superior to C&S3 and attracted many players. The core rules had several extensions, including the "Knights Companion", "Armourers Companion," "Dwarves Companion" and "Elves Companion" are all major and rather successful. BGD also wanted to develop his own world "Marakush", which unfortunately had moderate success. Despite the interest of a certain segment of the population for a type of game that is realistic and that C&S has always been the archetype, sales of C&S4 were not sufficient to ensure the continuity of the game and stopped producing BDG equipment to ensure the sustainability of the game. The early death of Edward Simbalist, lead author of C&S and real creative genius of the soul of C&S and most of its gameplay mechanics, gave the coup de grace to a game already moribund and made him fall once again into oblivion. For how many years to come?

C&S5: Back to the Future

While the future of the game seemed stalled, a new version appeared on the web. It takes the concept and design of the first two editions, no doubt hoping to win back the fans of the first hour. Thus the mechanics of the game incorporates the notions of "blows" and "bash" but also reflected the kind of black magic and the military orders, religious and secret societies. More than just a back vintage makes a mix between the first and second edition, this new version offers new material:

  • new character classes: the Druid, the dark knight, the spy and the forester
  • new spells
  • new skills
  • new religious and fighting orders
  • unpublished written from Ed Simbalist

Finally, the Elven races, dwarfs or hobbits find their origins also drawn straight from the world of Tolkien. This promising announcement return may be that players have been waiting so long for a return to sources who have made the success of the game while incorporating new concepts. At the time of this writing, C&S5 has been put online for free by FGU and it is not clear to this reviewer that there is no copyright infringement on the part of FGU (the rights of C&S being held up by Brittannia Games).

The future of C&S

At a time when the games massive multiplayer online (MMO) are an increasingly important role in the game world, it is difficult for traditional games like role playing "with pencil and paper" to attract a younger audience who would live. C&S has undoubtedly suffered a reputation of"complex" gaming, which was probably the case of the first edition (The Red Book), largely due to a layout and a more that approximate, although the mechanisms of games were not nearly as complex as some were willing to write. Currently in its latest release (C&S4), the game is more complex in its mechanisms, some more modern games such as GURPS, Shadowrun or Advanced D&D. No draft publication of new extensions or parts of the world Marakush (the official world of C&S4), or even re-edition of the rules is provided by Brittania Game Designs, at the time of writing. The death of Edward Simbalist, one of the creators of the game and inspired many extensions will probably also slow many projects he worked and which remain unfinished. However, it can be reasonably optimistic, since C&S, like the phoenix rising from the ashes, has always reappeared where and when we do not expect ...

Editors

Template:collapse is not available for use in articles (see MOS:COLLAPSE)., 2 Not done and 5

edition)

  • Highlander Design (3Do not use this template. Use {{RD1}}, {{RD2}} or {{RD3}} instead. edition)
  • Brittannia Game Designs and Maple Leaf Games (C&S Light and 4 edition)
    • Mystic Station Designs editor of supplements for C&S 4 ed.

      Publications

      Core rules

      • Chevalier (1976) : preversion of C&S auto publisehd at 40 issues
      • Chivalry & Sorcery (1977)
      • Chivalry & Sorcery 2nd Ed. (1983)
      • Chivalry & Sorcery 3rd Ed. (1997)
      • Chivalry & Sorcery Light (1999)
      • Chivalry & Sorcery 4th Ed. Deluxe (2000)
      • Chivalry & Sorcery 4th Ed. Core Rules (2000)
      • Chivalry & Sorcery 4th Ed. Magick & Miracles (2000)
      • Chivalry & Sorcery 4th Ed. Gamemaster's Companion (2000)
      • Chivalry & Sorcery 5th Ed. (2009)

      Rules Supplements

      File:CnSRebirth.jpg
      The 4th Edition Chivalry and Sorcery: Rebirth Core Rulebook

      1st edition

      • Castle Plans (1977)
      • Chivalry & Sorcery Sourcebook (1978)
      • Swords & Sorcerers (1978)
      • Bireme & Galley (1978)
      • Destrier (1978)
      • Fortification Plans (1978)
      • Gamemaster's Shield (1980) - published by Judges Guild
      • Land of the Rising Sun (1980). By Lee Gold this is a completely stand alone version of C&S 1st Edition
      • Chivalry & Sorcery Sourcebook 2 (1981)

      2nd edition

      • Chivalry & Sorcery Sourcebook (1983)
      • Chivalry & Sorcery Sourcebook 2 (1983)

      3rd edition

      • Game Master's Handbook (1997)
      • Creatures Bestiary (1998)
      • Chivalry& Sorcery Gamemaster's Shield (1998)

      4th edition

      • Knights' Companion (1999)
      • Armourers' Companion (2000)
      • Dwarves' Companion (2000)
      • Elves' Companion (2000)
      • The Book of Items, Vol 1 (2002) - published by Mystic Station Designs
      • The Book of Vocations, Spells & Skills Vol. 1 (2002) - published by Mystic Station Designs
      • The Book of Vocations, Spells & Skills Vol. 2 (2003) - published by Mystic Station Designs
      • The Book of Vocations, Spells & Skills Vol. 3 (2004) - published by Mystic Station Designs
      • C&S Player's Pack (2004) - published by Mystic Station Designs
      • C&S Player's Pack Volume 2 (2006) - published by Mystic Station Designs
      • The Game Master's Toolkit Vol. 1 (2002) - published by Mystic Station Designs
      • The Game Master's toolkit Vol. 2 (2003) - published by Mystic Station Designs
      • The Game Master's Toolkit Vol. 3 (2004) - published by Mystic Station Designs
      • The Game Master's Toolkit Vol. 4 (2006) - published by Mystic Station Designs
      • The Library of Spells (2006) - published by Mystic Station Designs
      • Psionics for SkillSkape (2004) - published by Mystic Station Designs
      • Great Cats for SkillSkape (2002) - published by Mystic Station Designs
      • Creatures for SkillSkape Vol. 1 (2004) - published by Mystic Station Designs
      • The Book of Enchanted Beings and Unusual Creatures Vol. 1 (2006) - published by Mystic Station Designs
      • The Library of Spells Volume 1 (2008) - published by Mystic Station Designs
      • The Book of Additional Magick (2009) - published by Mystic Station Designs

      Supplements

      1st edition

      • Saurians (1979)
      • Arden (1979)
      • Land Of the Rising Sun (1981)

      3rd edition

      • The Dragon Reaches of Marakush (1998)
      • Anderia (1998)

      Adventures

      1st edition

      • Rapier & Dagger (1978)

      2nd edition

      • The Dragon Lord (1984)
      • The Songsmith (1984)

      3rd edition

      • Stormwatch (1998)

      4th edition

      • Where Heroes Fear to Tread (1999)
      • Under the Castle Gates (2000)
      • Marakush Treachery (2002)

      Setting

      There have been six settings for Chivalry and Sorcery to date.

      First edition

      The historical world

      Fantasy

      • Arden. A kingdom based on England set in a much larger game world (Archaeron, hinted at in an article printed in Different Worlds issue 1.)
      • The world of intelligent dinosaurs in the Saurians supplement (the section dealing with the saurian Hss'Taathi is however set within the world of Archaeron).

      Third Edition

      • Tannoth for third edition
      • The World of the Dragon Reaches of Marakush by the publishers of the current, 4th, edition Brittannia Game Designs.

      None of these areas, with the exception of Marakush, have been explored in any great detail. Marakush more so than many others. With 6 books released as either world books or scenarios set directly in Marakush.

      The overriding theme of Chivalry and Sorcery settings is a world where magic is rare, and whose societies mimic real-world medieval Europe. It places strong emphasis on nobility and family rank, as well as relegating magic and the supernatural to more mythical and arcane roles.