Chivalry and Sorcery, 3rd Edition: Another Review ================================================= I am not acquainted with any previous C&S material, including the earlier editions of the rules, and therefore, I am approaching the third edition of the game as an entirely new system, which should stand or fall on its own merits. I originally bought the rulebook, which was shrinkwrapped at my local gaming store, on the basis of C&S's reputation as a detailed, realistic treatment of the medieval world, rich in campaign detail and historical fact. What I actually bought was two hundred pages of rules, with bits and pieces of historical detail dropped tantalizingly here and there. Nonetheless, this much-awaited rules revision deserves an in-depth examination with a reasonably unprejudiced eye. C&S 3rd edition is a fairly lightweight paperback of a mere 200 or so pages, at the fairly reasonable price of $20. It's being published by Highlander Designs, and is authored by the same people (Edward Simbalist, Wilf Backhaus, and G.W. Thompson) who were involved in the first two editions. The book seems reasonably sturdy, and is thin enough to lie upon without needing to weight down the pages. The layout just screams "desktop publishing" at me. The book is pure black and white (no greys), with almost no art. The layout is extremely cramped, with barely any space at all between columns of text. Important rules are boxed; important terms are boldfaced. A script font is used for italics (it looks identical to the font used in Ars Magica 3rd Edition's character sheets, in fact); it is, unfortunately, really more of a decorative font than a good font for text, and while readable, it looks awkward, and contributes to the overall failure of this book to look like it was professionally laid out. Nonetheless, the book is readable, though I could wish for a bigger font. There is a detailed table of contents, and a one-page glossary. Unfortunately, the book is missing an index, something which I consider an unforgivable failure in a main rulebook. Though the table of contents makes it easy to find rules, I'd still like to be able to look up all places where "wards" are mentioned, for example. The rulebook never states what the world of Chivalry & Sorcery is like. We can deduce, after reading through the text, that C&S is apparently concerned with presenting some historical facts about the medieval world, but dwarves and elves, as well as a variety of monsters, also happen to inhabit this world. I suppose one can assume that one is dealing with a world that the Gamemaster must create, which incorporates the traditional elements of fantasy into a historically-based medieval background. The rulebook begins by throwing you straight into character generation, after a single page of standard "What is roleplaying?" spiel. Character generation is reasonably straightforward, with two levels of character power (historic and heroic), and both point-based and random-roll methods. Its major flaw is common to many RPGs being published recently -- using terms before they're actually defined. All characters have Attributes, which are pretty much based on the standard AD&D classics -- Strength, Constitution, Wisdom, and so forth. A given score in an Attribute translates to a percentage chance of making a given Attribute Roll (AR); for example, if one were making a Strength check, on a Strength of 10, one would have a 58% chance of making the roll. The extraneous step is a bit puzzling to me, but one writes down both the attribute score and the AR percentage on the character sheet, so there's no extra chart-overhead when actually playing. All characters also have an Aspect, determining whether there are any Good or Evil supernatural forces acting for or against them. C&S never defines what Good and Evil are considered to be; I suppose it's up to the GameMaster to determine this. A player also has to determine a Social Class (serf to royalty), a sibling rank (legitimate? which child number?), family status (are you in good standing with your family?), and the vocation of the character's father; a character picks up his starting skills based on who his father was. This is very reminiscent of Harnmaster. The charts are interesting simply for the range of occupations they give, and the social classes are well-explained in brief paragraphs. Next, characters can pick up Curses, Special Abilities, Special Talents, Deficiencies, Defects, and Personal Fears. These operate in a manner roughly equivalent to GURPS-style Advantages and Disadvantages. The lists are pretty minimal, when compared with GURPS, Storyteller, Ars Magica, and HERO, but they cover most of the common cases. Then, physical statistics are determined, for height, weight, build, Body Levels (the C&S term for hit points), fatigue levels, lifting and carrying capacity, jumping, and walking/running. This is all determined through charts, with a fanatical precision. Finally, optionally, players may choose an astrological sign, age, and personalizing traits (eye color, hair color, etc.). I find it somewhat ironic that in a system so fanatically devoted to detail that four pages are necessary to determine exactly what physique a character has, has age and appearance as _options_. I suppose this is where the early-80s original design philosophy shows, in the emphasis on what a character _can do_, not what the character _is_, as is the case with later, more mature, roleplaying games. Once all that is over with, the player then picks out a Vocation. Vocations have a roughly similar role to Rolemaster's character classes; they determine a character's initial skills and what he can easily get good at. Vocations come in five varieties: Warrior, Thief, Mage, Clergy, and Adventurer ("make it up yourself"). That puts the vocations along the classic AD&D lines, though there is some nice historic detail provided for each of the concepts given under each vocation. The system is flexible enough to accommodate most reasonable character concepts, though the game's built-in bias is that characters will be relatively unskilled 18-year-olds. C&S's skill system is very good, if "completeness" is the measure of a good skill system. It's reminiscent of Rolemaster, in that various attributes are averaged to give a bonus to the actual skill, the use of a d100-based system, and the sheer number of available skills. The back cover of the rulebook claims that there are more than 250 skills; the list covers two pages, and forty total pages of description. Much of the interesting historical material is contained within the skills section, and the skill range goes from sheep herding to mounted combat. C&S uses something it calls "Skillscape" to resolve skill tests. There's the usual "roll a percentage to succeed", but the degree of success or failue is determined by a third ten-sided die, the "Crit Die" (tm). The introduction to the book claims that the authors feel that Skillscape and the Crit Die add something new to gaming; I fail to feel that it's that interesting or revolutionary, but the mechanics of skills are straightforward and logical. My only concern on this point is that an unskilled character and a highly skilled character have the same chance, to succeed extraordinarily, if a success is rolled. The unskilled character will succeed less often in general, of course; it's not a major concern, but it's a small flaw in the system. After describing skills, C&S goes on to present equipment. Here, the game receives kudos; there is a marvelous price list, covering eight pages and just about everything one's players could ever want. The price list alone is something which is worthwhile for anyone playing RPGs in a historical medieval timeline; while obviously prices are going to fluctuate by region, C&S presents a wonderful list of what's available and is good for determining relative prices, on the average. Here, as in the skill system, the attention to detail serves the game well. I have not actually used the C&S combat system, but it strikes me as being rather complicated. Every action takes a certain number of Action Points to complete, essentially phases that one may act during. Larger weapons take more time to swing. Action Points (AP) have to be conserved for parries, sudden movements, and the like. Damage is classified as Crush, Slash, or Pierce; armor has different ratings for each aspect, and subtracts from damage done, in a manner virtually identical to Harnmaster. Characters have both Fatigue and Body Levels; damage is taken first from Fatigue Levels, and Fatigue must also be expended to take certain actions. No penalties are inflicted for injuries, though there are optional rules for aimed attacks and critical hits to vital locatoins. The combat system is light on charts, but the use of AP guarantees that players will have to go back to the charts to find out how many AP a given action will cost them, and planning out one's actions in terms of AP over the course of a combat round seems like a non-trivial exercise to me. The importance of movement in this system also makes the use of miniatures almost essential, in my opinion. While the combat section isn't actually all that long, there's a lot of material that's been dense-packed into it, and there are a myriad of rules that the GameMaster will need to memorize if combat is to run efficiently. Charts are certainly not the best measure of a system's complexity; I consider C&S to be a more complex system than many other systems which are far more chart-intensive, but I have no doubt that it will produce detailed battles. It is also important to note that the "realism" of C&S combat is the "realism" of fantasy epic movies, not the realism of the true medieval world. C&S priestly "magic", called Acts of Faith, is based more upon the idea of a priest praying to his god for a blessing, guidance, or miracle, than it is the traditional AD&D "spell" approach. The Acts are well-explained in this context, though effectively they're very much like AD&D priestly spells, including seven ranks of difficulty that are an awful lot like AD&D's seven levels of cleric spells, and some which are blatant copies (like "Purify Food and Water"). Nonetheless, the descriptions, which include divinely-inspired coincidences and the like, are a sufficient departure from the mechanistic nature of priestly magic in many other RPGs, to warrant a commendation. Magic, in the normal sorcerous sense, is divided into seven modes and thirteen methods. The modes are magical practices (such as withcraft and druidic magic); the methods are actual magical types (the four elements, transmutation, summoning, and so forth). Modes are very special types of skills, with unique rules governing them; methods are learned like standard skills. Spells must be learned before they can be cast, in a manner similar to AD&D and Rolemaster. Casting spells costs Fatigue Points, or, if the caster has no more Fatigue left, Body Levels; this is very reminiscent of Ars Magica, though, unlike Ars Magica, there are no spontaneous spells (you can't just make up magical effects on the spot). Also like Ars Magica, there is a detailed set of rules for crafting magical items. Indeed, the terminology and the methodology is extreely similar to Ars Magica. There are lesser and greater enchanted devices, spell foci, and potions, as well as rules for scribing spells, just as in Ars Magica. The one really interesting addition is spirit binding, which covers necromancers animating the dead, and genie-in-a-bottle tricks, among other things. This section of the book is also graced with an excellent list of magical materials, one which Ars Magica laboratory enthusiasts will probably want to look at. The spell list for mages isn't bad, though it's not really exceptional. The spells could really stand to have more interesting names. There's the rather uninteresting "Heavy Rains", for example, but there's a "Battering Ram of Aeolius" -- it's a real pity the authors didn't take time to give similarly creative names to all of their spells. Spells are divied into nine "Circles", again suspiciously similar to the nine levels of mage spells in AD&D. The AD&D influence shines clear throughout the spell list, in the emphasis on combat spells and the naming of the spells (there's a 1st Circle "Hord Portal" dispelled by a 2nd Circle "Knock" -- how much more of an obvious rip-off can there be?). Almost forty pages are devoted to spells; I will remark, somewhat snidely, that I wish they'd cut all the spells, said, "Look at AD&D's spell lists", provided a conversion method, and used the forty pages for more interesting lists and tidbits of historical material. The magic system holds a lot of creative promise; it is a true pity that the authors couldn't think of anything better to do with it than to try to describe AD&D's spells in terms of new mechanics. Thanks, guys; I remember "Hold Person", "Legend Lore", etc. just fine from AD&D. While granted the spell list covers most of the things that typical fantasy gamers use in a "classic AD&D campaign" context, there are no guidelines for making up your own spells, though perhaps this is planned for an upcoming supplement. There's a real lack of interesting, unusual spells in this book; while certainly the spell list is not any worse than AD&D's (which has a serviceable enough list), for a game that wants to style itself as authentic and medieval, appropriate for playing historical simulations, a stunning amount of flavor has been sucked away from the mage spells, particularly when compared to the care taken to preserve the flavor of priestly magic. After the care taken to describe magical modes (essentially traditions of magic) in a historical context, the spell list can be considered nothing less than appalling. The last few pages of the book are devoted to an explanation of how experience works (characters gain experience points, which can then be applied to skills), and to a chart which lists monster statistics. The monster chart lists most of the standard fantasy monsters (ogres, trolls, and the like). I suppose this is so banal of a list that any description would be pointless; in the absence of more explanation and evidence to the contrary, and the sheer AD&D-ness of the monster list, I think it's probably safe to assume that Highlander Designs has just added on another item to the list of things that TSR could cite as copyright violations. Even the Palladium Fantasy RPG, coming on the heels of AD&D in the early 80s, wasn't nearly this blatant about its monster rip-offs. I read some of the other reviews of C&S 3rd edition posted in rec.games.frp.misc, praising it as a "mature" RPG system, as well as Rick Swan's review of the earlier two editions in his _Complete Guide to Role-Playing Games_, which remarks upon C&S's complexity, attention to medieval historical fact, and excellent campaign material. The sum total of that exercise left me wondering if I was reading the same game as everyone else, and quite sure that 3rd edition is apparently nothing ilke 1st or 2nd edition. I keep wondering what I've missed -- I think I've just read a game which is mediocre at best, which has sections that are appalingly and obviously stolen from AD&D, and which has a few interesting tidbits of medieval history. The game's strong points are its lists, its historical tidbits, and the medieval flavor imparted to all of the character vocations. The weak points are all the derivative systems -- derivative systems aren't necessarily bad where the derivation improves upon the original, but in the case of C&S, I'm inclined to the believe that the originals are better. AD&D has a better spell list. Ars Magica has a better treatment of magical laboratory work. Harnmaster does a better job of C&S's type of armor/damage system. And, incidentally, how does healing work in this system, anyway, aside from First Aid and priestly magic? I haven't been able to find it in the book... and the lack of an index doesn't help my quest, either. Chivalry & Sorcery's third edition is going to go on my list of games that I tell my friends to buy if they can somehow find 'em cheap (for the lists and historical tidbits alone, basically), and whose lists I will xerox and put into binders for my own use when I run other medieval-fantasy systems. C&S will also go on my list of games to recommend as an alternative to AD&D, for players who are still playing classic fantasy in the AD&D mold, but who want a more detailed and skill-based system. I don't think this is a notably more "mature" system than AD&D; it's just more complex and makes a greater effort to be really medieval, not just faux-Tolkein. It's a system with some promise, worth stealing ideas from, but, for those people seeking authentic medieval fantasy, using a system designed for mature roleplayers, I'd strongly recommend Ars Magica or Harnmaster. Perhaps some supplements will help the problems inherent in this initial rulebook. I'm still hoping the upcoming GameMaster's book will contain the historical and campaign material which was evidently chopped from the 3rd edition. On the other hand, I certainly wouldn't encourage anyone to buy this rulebook for full-price. In Summary: Not Recommended. [Posted to USENET, 2/17/97; authored by Lydia Leong (lwl@digex.net). ] ------------------------------------------------------------------------ Will Backhaus, one of the game's authors, wrote to me to point out that C&S's first edition was published in 1977, well before Harnmaster, Ars Magica, and most of the other games that I cited in my review. He also claimed that the resemblances to AD&D magic were coincidences fostered by the Tolkein derivation of both systems. I am disinclined to accept the latter as an adequate explanation; the coincidences are too exact for copying not to have occurred, and whether it was AD&D that copied C&S, or vice versa, it is clear that one of the pieces of work is not original. Which it is, I can't venture to say. Not having any way to get ahold of the earlier editions of Chivalry and Sorcery, it is impossible for me to tell what of the rules existed in the earlier editions, and what of the rules are new revisions. I don't think anyone will dispute the resemblances I stated, though, regardless of who copied whom. Undoubtedly C&S, as an early RPG, was influential in the design of many later RPGs. The rules as they stand in today's third edition, though, must be judged by their own present merit against today's RPG market, not just in their historical context, in my opinion. As such, the subsystems of Ars Magica, Harnmaster, and various other games that I cited in my earlier review, which were evidently clearly heavily influenced at some point in their development by the early editions of C&S, have, in my opinion, since outdone their predecessor. The third edition of C&S is entering an RPG market that has seen a lot of interesting ideas within the last decade, as well as many refinements of old ideas, and while the revision does a reasonable job of bringing the game into the present, the legacy of early-era RPG design still shows through. While I appreciate Will's polite defense of his game, I stand by my assertion that I would not generally recommend the present edition of Chivalry and Sorcery rules, at least without any readily available supplements. I think that the present set of rules seem to be missing the detailed medieval background and campaign material that, by reputation, made C&S a noteworthy game. I expect, however, to at least look through the Gamemaster's book when it becomes available later this year; it is entirely possible that the core rules will become much more sensible in the context of the additional material. Twenty years has made some significant differences in RPG design, and while the present edition doesn't entirely show its age (certainly not to the extent that Harnmaster's second edition does, for example), the update also seems to have slashed the best parts of the original. Those later RPGs that were influenced by C&S have gone on, I think, to become better games than C&S itself, though I do not discount the possibility that future supplements to the core rulebook may restore some of the material that previously made C&S noteworthy. [Further notes, written after some email correspondence with Will Backhaus, 2/18/97 and 2/19/97.]