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Chivalry
& Sorcery: The Rebirth
Reviewed by Nicholas HM Caldwell, Copyright © 2001
Edited by Suzanne Campbell for The Guild Companion
Chivalry & Sorcery
has moved continents and transferred to a new publisher, namely
Brittannia Game Designs Ltd., since its original inception more than
two decades ago. Chivalry
& Sorcery: The Rebirth (C&S:TR)
is a complete rejuvenation of the original medieval role-playing
game with a new cleaner presentation and more streamlined rules, yet
still retaining the medieval flavor. C&S:TR comes as three books - "Core Rules", "Magicks
& Miracles", and "Gamemasters Companion" - each
is a soft-back volume of about 100 pages. This review will consider
each in turn.
The Core Rules supply a quick introduction to role-playing before
getting down to the serious business of character creation. The
major choice here is between random generation and a points-based
method. As soon as the nine personal attributes (including Bardic
Voice and Piety) have been determined, the character's background
now comes into play. As C&S:TR
depicts real feudalism, parental social class will decide the
initial skills of a character and channel characters into likely
vocations.
C&S:TR has a
talent and flaw system with a number of neat twists. Not all talents
are equally available; some may only be gained through the luck of a
dice roll. Likewise, if a character possesses a special ability then
there's a 40% of an attendant flaw. More deviously, flaws may only
be purchased (to recover character generation points) if and only if
no talent has been chosen. The opportunities for munchkinism
available in other systems where players can juggle (dis)abilities
for maximum benefit are absent. All the usual advantages and
disadvantages are present, with shapeshifting, speaking with
animals, and fey blood being especially well-fleshed out.
Realistic issues such as character height, build, and weight
determine such as factors as Body Points. Optional features such as
the character's astrological birth sign and age conclude this part
of the process.
Next the player must select the character's vocation - the Core
Rules book describes various types of fighters, thieves and general
adventurers while the priestly and magical careers can be found in
Magicks & Miracles. One's vocation supplies a set of initial
skills, which the character may learn during the pre-campaign
apprenticeship, some at reduced cost. (There are easy to use
guidelines for creating new vocations, which I'm very tempted to
play with.) The character's age indicates the amount of starting
experience possessed by the budding hero and this can be used to buy
skills.
There are a whole slew of skills in a later chapter, many of which
really support the feudal setting. Non-standard skills such as
Conditioning and Endurance allow for modest increases in Body and
Fatigue Points - experienced characters won't have unrealistic
abilities to absorb huge amounts of damage unlike some other
role-playing games. Wearing Armor is a skill, but characters need
only learn some basic knowledge in each type.
C&S:TR's core
game mechanics stress the importance of influence, based on a
combination of attributes and social status, in easing one's way
through medieval society. Other actions are resolved using the
Skillskape system. A Difficulty Factor system controls how hard it
is to learn skills as well as the basic chance of succeeding with or
without some minimal knowledge and their minimum and maximum
probabilities of success. (Characters can buy above the maxima,
which will help them cope with adverse circumstances.) Skills have
two associated attributes - their sum produces a dice modifier (read
from a table).
Using Skillskape, a character's total success chance equals the sum
of the skill's basic chance of success, the character's personal
skill factor (skill ranks plus the attribute modifier), and any
positive or negative modifiers. To succeed, simply roll the total
success chance or less on d100 and simultaneously roll a d10 (the
"crit" die) to discover the quality of the success or
failure. (The Skills chapter includes tables of specific "crit"
die results for interesting skills.) Resisted skills are more
complex to administer owing to the interaction of defenders and
attackers' skill components and will require careful study by the
reader. Fortunately there are worked examples to straighten it all
out.
There's a distinction between a character's total experience
(already spent on skills) and accumulated experience (still
available to spend). The former indicates the character's
"level". Characters can buy many ranks in a single skill
at once, but the cost rises extremely quickly if the character's
"level" is significantly below the skill "level"
desired. This subtle use of levels acts as a brake on characters
seeking excessive depth in knowledge. Other than this, levels don't
exist in C&S:TR.
Hurray!
Combat has its own chapter and is definitely the most difficult
section of the C&S:TR rules. In each
round, characters generate their action points with whoever has the
highest number acting first (and spending some action points). Once
everyone has acted, whoever has the most remaining action points can
act again, initiating a new sequence. The round ends whenever
everyone has used up his or her action points.
Attackers make their attack roll (total success chance or less plus
a crit die roll). If their opponent's defense fails, damage is
inflicted. If the defense is successful, the attack is absorbed. If
the attack fails, but the defense succeeds, the defender gains a
temporary advantage.
Defenses can be passive or active. Passive defenses do not consume
action points or fatigue, but merely reduce the attacker's chances
of success. Active defenses include shield blocks, weapon parries,
and dodges. Success here gives the opportunity for a retributive
shield bash or weapon riposte. Parries can allow certain kinds of
damage to sneak through; likewise armor and shields can and will
suffer damage in battle.
Damage inflicted by a successful attack depends on the character's
weapon, strength, and the result of the "crit" die.
Critical successes can remove Body and Fatigue Points.
C&S:TR combat
is sufficiently versatile to simulate brawling peasants and
armor-clad knights with equal gusto. It's easy to see which rules
are needed to recreate scenes from Ivanhoe or La Morte d'Arthur,
say, but making them all second nature to run is a different matter.
Fortunately most of the combat options are just that - options, so
the obvious solution is to use the core mechanics first and
gradually add in extra possibilities. This is one chapter where a
full worked example would have been really helpful.
There are a few other short chapters in this volume that I have not
mentioned such as the Marketplace, which gives essential equipment
lists as well as real historical treasures such as bolts of cloth
and colorful dyes, or the realistic movement rates to be found in
"Movement & Time". All of these are interesting and
well researched.
Volume 2 of C&S:TR is "Magick
and Miracles" which covers the "uncanny". Priests
invoke the "uncanny" to request its aid; magicians command
the "uncanny" to do their bidding.
Eight vocations for mages are introduced. Each magic user vocation
has a distinct mode (casting style) and differing levels of access
to the various methods (schools of magic). Thus a conjuror brews her
potions in a magical cauldron in order to cast spells while an
enchanter uses music and song. Priest-Mages such as Druids, Shamans,
and Witches mix magic and "miracles". The Priestly
vocations are directly modeled on medieval Christianity and include
itinerant Friars, cloistered Monastics, and ordained clergy. These
vocations rely on Acts of Faith (including the seven Christian
sacraments) for their "uncanny" powers. Equivalent rituals
are suggested for Druids.
New skills are provided for mages and priest-mages. Characters must
learn magical lores and gain some understanding of its laws. So
what? Each of these "laws" allows casters a special effect
or bonus to some of their spells, so these subtle touches have
practical benefits as well as adding flavor to the system. The
"metaphysics" of magic such as ley lines, the spirit
world, and interactions with both are consistently explained in a
separate chapter.
There are extensive rules for magic from enchanting materials (to
remove their resistance) to spell research. Spell must be learned,
researched, or made up on the spot. Spell use in terms of casting
and targeting is, like combat, somewhat complex. However there are
fewer optional rules to worry about! The Word of Guard (effectively
distinct counter-spells which interrupt incoming magic) enables
gamers to recreate the stylized magical duels of legend and high
fantasy where casters live or die by their ability to counter
opposing magic.
There's a very large chapter on spells (with promises of more on the
company website). All spells have a magick resistance (the higher
this is, the harder the spell is to learn), a fatigue cost, and
casting time. Powerful spells take time and lots of it. Basic
element magic is perhaps one of the most interesting ideas here. By
stringing together spells (such as Detach, Slow, etc.) new effects
can be created - to make this explicit, the composition of specific
spells are given in terms of their constituents. All the traditional
battle magic effects are available and many more classical spells.
Ever wanted to run a "Sleeping Beauty" plotline? Just
employ "Sleep into the Ages". Want flesh golems? Your mage
needs "The Great Work". Want to travel the legendary
astral gates? Use "The Shining Paths". Prefer a mystical
approach to magic? Use transcendental magic to enable your adept to
achieve true enlightenment. ...Simply a great selection of spells!
The Miracles chapter begins with an excellent theological treatment
for the game, distinguishing between "God" and "the
gods", and explaining faith and the Acts of Faith. Characters
can believe in multiple creeds and this effects how they can invoke
the "uncanny". There are rules for religious rituals and
observances, both for impact on the believer and the ability of a
congregation or a community to empower its preacher with their
prayers. Guidelines explain how to simulate medieval beliefs and
plausible "fantastic" extensions to these. For instance,
extraordinary fortuitous occurrences will be construed by the
superstitious (that's nearly everyone in the feudal setting) as
"real" miracles, with even non-believers having a chance
of being converted as a consequence of proximity to such
experiences. This is an incredibly skilful, detailed and sensitive
handling of Christianity in the Middle Ages. If, like me, you've
been running fantasy campaigns in a Judeo-Christian-Islamic
religious backdrop, this chapter approaches perfection in its
treatment of such matters.
The volume closes with another Marketplace chapter with the focus on
herbs, gems, magical materials and so forth.
The third and final book of C&S:TR
is the "Gamemasters Companion". The first chapter covers
the traditional concerns of novice gamemasters and the dichotomy
between judge and storyteller referees. If you're an experienced
gamemaster, you won't learn anything new in this part. However there
are some interesting and distinctive twists in the experience award
guidelines. Combats may be avoidable or unavoidable. Foes can be
slain, vanquished, or murdered. A character's vocation determines
the multipliers to be applied to combat-related experience. Thus
priests gain little for avoidable combats whereas assassins benefit
most from murdering their opponents. Mayhem is therefore rewarded
and penalized as appropriate to a character's expected outlook on
life.
The next chapter considers the feudal setting providing strongly
researched material on life and death, crime and punishment,
medieval beliefs and incomes. There's a worked example of how to
create a kingdom and a fief supported by actual evidence from the
Domesday Book (William the Conqueror's census and valuation of
England).
Focus then shifts back to game issues with a chapter on NPCs which
includes typical statistics and skills for each vocation, making the
creation of "high-level" characters relatively painless.
This is followed by a section on character generation for classic
non-human races such as Dwarves, Elves, Goblinoids, Trolls, Vampires
and Werecreatures, with each racial group having distinct vocations,
social classes and starting skills, which is exactly how it should
be. They are, after all, not human beings. The Dwarven and Elven
material is extracted from the previously published Dwarves
Companion and Elves
Companion - it is relatively free of Tolkien's influence.
The Trolls possess their own racial spells, bringing them into much
closer alignment with the Scandinavian traditions. There's an
opportunity here for devious GMs to mine epics such as Beowulf
for very deadly plots.
After a chapter of miscellaneous optional rules including a
selection of exotic drugs and poisons with suitably antique Latin
names, the last major portion of "Gamemasters Companion"
is the Bestiary. The emphasis here is on the statistics and
capabilities of the monsters - there are no illustrations and
extremely few textual physical descriptions of the monsters. (The
chapter is however a much shortened version of the already published
Creature
Bestiary for C&S
and I expect that's where such details can be located.) Fortunately
most of the creatures are staples of historical and fantasy
literature, so this is less problematic than it might seem at first.
The range is broad including ordinary animals, giant beasts, hostile
non-human races, dragons, demons (with all seven Deadly Sins having
diabolical avatars), the fey (from both Seelie and Unseelie Courts)
and elementals. The last are the gnomes, undines, sylphs, and
salamanders of the Rosicrucian mythos. (The reader may recognize
these creatures from their appearance as minor magical beings in
Katharine Kerr's Deverry novels. Their origins are much older -
Alexander Pope employed them in his mock epic The
Rape of the Lock at the start of the eighteenth century.)
The remainder of "Gamemasters Companion" is completed by a
final Marketplace chapter (covering tools, accommodation, and
buildings), as well as various indexes and character sheets.
In conclusion, the major weakness of Chivalry
& Sorcery: The Rebirth is the localized complexity of
combat and magic. More examples would have helped here and the
gamemaster will need to work through these rules before letting any
players loose on them. There are also a significant number of typos
in the text (which isn't surprising when you discover that the
husband-and-wife team who run Brittannia Game Designs Ltd. had to do
most of their work on this project after midnight owing to their day
jobs and young children) but none are critical to the authors'
intended meaning. The major strengths of Chivalry
& Sorcery: The Rebirth are in its close attention to
detail, excellent medieval background material, the thorough and
flavorful approaches to social status and magic, and delicately
balanced handling of religion. Chivalry
& Sorcery: The Rebirth is simply the best fantasy
role-playing system for gamers who wish to recreate the Middle Ages
and experience history as it should have been.
Editor's Note
Chivalry & Sorcery: The Rebirth is published by Brittannia Game Designs Ltd.
Their contact details are:
Email: marakush@aol.com
Web: http://www.britgamedesigns.co.uk
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