Somebody on the Facebook "Old School Gamers" Group asked about Dungeon Masters.
Should they be "All Powerful", or merely Story Tellers and Referees.
My response - The Good ones are all three, without your Players realizing the first one even matters . . . . .
Anyone else got any thoughts??
Tuesday, 7 February 2012
Monday, 23 January 2012
D&D Next/5e
I can't help wondering (and worrying) if it's actually going to work, I really REALLY want it too - I've loved D&D since the White Box Edition.
Played Basic, then AD&D 1st Edition to DEATH - kept running 1st, but learned 2nd for those who like it.
Really couldn't get to grips with 3rd/3.5 - too many options, to open to abuse by unscrupulous players - I wasn't a fan at all (it still didn't stop me trying, but after one Scenario - played over seven weeks, I went back to AD&D 1st with a little 2e thrown in).
Then came 4th, and I bought into it - but it wasn't satisfying, not at all - really not enjoyable to run or play for me - so I started running 1st ed AD&D and Castles and Crusades for my "newbies".
Over time, AD&D 1st and C&C started to fuse - and we had something great going on. So it was more than apparent some of the newer concepts/elements worked great, they needed incorporating.
Is this what we are going to see with D&D Next/5e? What they 'seem' to be reaching for is a little like the 2e re-vamp, with the Skills & Powers books etc
A specific "core" with books and rules you can plug in. Thats actually a style that appeals to so many gamers, I'm still REALLY hopeful they get it right this time - all the promises and chatter seem "spot on", so I wait with baited breath . . . .
Played Basic, then AD&D 1st Edition to DEATH - kept running 1st, but learned 2nd for those who like it.
Really couldn't get to grips with 3rd/3.5 - too many options, to open to abuse by unscrupulous players - I wasn't a fan at all (it still didn't stop me trying, but after one Scenario - played over seven weeks, I went back to AD&D 1st with a little 2e thrown in).
Then came 4th, and I bought into it - but it wasn't satisfying, not at all - really not enjoyable to run or play for me - so I started running 1st ed AD&D and Castles and Crusades for my "newbies".
Over time, AD&D 1st and C&C started to fuse - and we had something great going on. So it was more than apparent some of the newer concepts/elements worked great, they needed incorporating.
Is this what we are going to see with D&D Next/5e? What they 'seem' to be reaching for is a little like the 2e re-vamp, with the Skills & Powers books etc
A specific "core" with books and rules you can plug in. Thats actually a style that appeals to so many gamers, I'm still REALLY hopeful they get it right this time - all the promises and chatter seem "spot on", so I wait with baited breath . . . .
Monday, 9 January 2012
Do you know, where you are going to . . . . .
I actually bought into the whole 4e package to begin with, Rulebooks, T-Shirts, running Demo's etc. But I must admit, it didn't take me that long to "burn out" on the whole thing.
When I got fed up with it (which really didn't take that long at all) I FLEW back to AD&D 1st Edition (which is still my favourite version of the Game) with some Castles & Crusades on the side (which was my gateway system, to get people to play AD&D) - so my imagination hasn't been stilted or abandoned, just dissapointed.
I'm really REALLY hoping 5th Edition "cuts it" as far as I am concerned - my AD&D Books are looking tired and well worn now, and they are getting increasingly expensive to replace should I need to.
5th Edition D&D Announced
Dust off your Wallets D&D Fans!
As I predicted early last year (and suffered even more hate attacks and abuse than usual), 5th Edition would be announced next (now this) year.
The Articles (both news and off the Wizbro website) read as hopeful, they kinda (in a VERY round about way) admit they screwed up with 4th - alienating fans etc.
Whether or not they are going to get it right waits to be seen, but (as usual) I am excited and remain optimistic. I just hope (for once) I am correct in my optimism.
http://www.forbes.com/sites/davidewalt/2012/01/09/wizards-announce-new-dungeons-and-dragons-an-inside-look-at-the-game/
http://www.wizards.com/dnd/Article.aspx?x=dnd/4ll/20120109
As I predicted early last year (and suffered even more hate attacks and abuse than usual), 5th Edition would be announced next (now this) year.
The Articles (both news and off the Wizbro website) read as hopeful, they kinda (in a VERY round about way) admit they screwed up with 4th - alienating fans etc.
Whether or not they are going to get it right waits to be seen, but (as usual) I am excited and remain optimistic. I just hope (for once) I am correct in my optimism.
http://www.forbes.com/sites/davidewalt/2012/01/09/wizards-announce-new-dungeons-and-dragons-an-inside-look-at-the-game/
http://www.wizards.com/dnd/Article.aspx?x=dnd/4ll/20120109
Thursday, 22 December 2011
Lord of the Rings Sucks
OK, I know this is going to result it hate-outrage. But Lord of the Rings pretty much sucks. The books are long winded and so up themselves you can almost smell the s**t-stains.
The Movies aren't much better (which is actually what burned me out) - and I prefer Sword and Sorcery (Conan and Thongor) over the novels, and pretty much any Fantasy/Science Fantasy over the Movies (STAR WARS RULES, the... original Trilogy comes first though).
In all the Middle Earth Stories - Tolkien's good guys are white and noble - and the bad guys are black, slanty-eyed, unattractive, inarticulate and a psychologically undeveloped horde - bigotry at its best.
In the Movies – Check the percentage of protagonists in Fellowship who are white: 100%
Meanwhile the black-skinned antagonists and their black crow spies and their black glass seeing ball inhabit their black towers and perform black magic. One would have to be blind to miss the symbolism.
Only Saruman is white, and even he is abusing the other races and treating them like slaves to reach his goal.
The Movie continuity guys are crap, In the massive Mt. Doom battle scene at the beginning of Fellowship of the Ring, a DVD pause reveals at least half a dozen of the 50,000 Orc Warrior extras are wearing modern tennis shoes.
Re – the ACTUAL PLOT of Lord of the Rings. Why TF didn't they take horses on their quest?( Or even more practically, why didn't Gandalf's giant flying bird friend haul them to Mordor if it was THAT bloody important, at the end the Giant Eagles rescued Frodo and Sam in no time flat – if its so damn important to destroy the ring why risk it ON FOOT OVER AN EXTENDED PERIOD OF TIME) – HEY LOOK OUT FELLOWSHIP - ALL methods of transportation have been swallowed by the “Dark Lord of the Plot Hole”!
Every time Frodo or Bilbo went invisible with the ring he should have also gone BLIND. Your eyes cannot function unless light is reflected off the cornea. If light passes through it (as must be the case with invisibility) sight is no longer possible. D’OH!
I read somewhere that US students are being forced to read some novelization of the movies in their literature classes. UTTERLY Ridiculous! Hollywood wins again
OK – RANT OVER!
The Movies aren't much better (which is actually what burned me out) - and I prefer Sword and Sorcery (Conan and Thongor) over the novels, and pretty much any Fantasy/Science Fantasy over the Movies (STAR WARS RULES, the... original Trilogy comes first though).
In all the Middle Earth Stories - Tolkien's good guys are white and noble - and the bad guys are black, slanty-eyed, unattractive, inarticulate and a psychologically undeveloped horde - bigotry at its best.
In the Movies – Check the percentage of protagonists in Fellowship who are white: 100%
Meanwhile the black-skinned antagonists and their black crow spies and their black glass seeing ball inhabit their black towers and perform black magic. One would have to be blind to miss the symbolism.
Only Saruman is white, and even he is abusing the other races and treating them like slaves to reach his goal.
The Movie continuity guys are crap, In the massive Mt. Doom battle scene at the beginning of Fellowship of the Ring, a DVD pause reveals at least half a dozen of the 50,000 Orc Warrior extras are wearing modern tennis shoes.
Re – the ACTUAL PLOT of Lord of the Rings. Why TF didn't they take horses on their quest?( Or even more practically, why didn't Gandalf's giant flying bird friend haul them to Mordor if it was THAT bloody important, at the end the Giant Eagles rescued Frodo and Sam in no time flat – if its so damn important to destroy the ring why risk it ON FOOT OVER AN EXTENDED PERIOD OF TIME) – HEY LOOK OUT FELLOWSHIP - ALL methods of transportation have been swallowed by the “Dark Lord of the Plot Hole”!
Every time Frodo or Bilbo went invisible with the ring he should have also gone BLIND. Your eyes cannot function unless light is reflected off the cornea. If light passes through it (as must be the case with invisibility) sight is no longer possible. D’OH!
I read somewhere that US students are being forced to read some novelization of the movies in their literature classes. UTTERLY Ridiculous! Hollywood wins again
OK – RANT OVER!
Thursday, 24 November 2011
The Legend of the Crystal Skulls - Part II
The land is split, Munkars realm embrace the power of the two Skulls he has - it has lead to a new age of prosperity and progress for the new elite, Munkar and his followers. Munkars "empire" (for want of a better word) is built of the backs of the ignorant and the less fortunate, only those outside of his reach live free in the 'outlands'.
Munkar lives in the vast city of Vivamus, a shining complex of many levels and towers - he and his followers live in great luxury, nearly touching the sky - yet the city streets are shielded by the towers from the daylight, leaving the less fortunate to live their miserable lives in shadow.
To the North, the winterlands - a cold mountainous region, and home to the Tribe of the Free. Barbarians who bow to no man save their High Chieftain, and then only out of love and respect - not out of fear.
Munkar lives in the vast city of Vivamus, a shining complex of many levels and towers - he and his followers live in great luxury, nearly touching the sky - yet the city streets are shielded by the towers from the daylight, leaving the less fortunate to live their miserable lives in shadow.
To the North, the winterlands - a cold mountainous region, and home to the Tribe of the Free. Barbarians who bow to no man save their High Chieftain, and then only out of love and respect - not out of fear.
Monday, 21 November 2011
The Legend of the Crystal Skulls
In a time before History began, in a Land beyond imagination - lay the realm of Lamaria.
Darkness ruled the land, the evil Necromancer Munkar had harnessed the power of the Gods by capturing two of the five Crystal Skulls - remnants of power of the dead gods of Lamaria.
Munkar and his minions constantly search for the remaining three Skulls - for he who controls all five has dominance over reality itself.
Darkness ruled the land, the evil Necromancer Munkar had harnessed the power of the Gods by capturing two of the five Crystal Skulls - remnants of power of the dead gods of Lamaria.
Munkar and his minions constantly search for the remaining three Skulls - for he who controls all five has dominance over reality itself.
Sunday, 13 November 2011
This Really Amused Me . . . .
I (personally) believe in 100% openness with my Players, Don Turnbull of TSR UK (great bloke, sadly missed) always found that "odd" about my style of DM'ing - that I didn't fudge rolls etc
When 4th Edition came out, and practically everything is static - with little or no rolling actually done by the player - I was more than a little incensed - as it takes away a good chunk of the fun for the player.
So, this article on 'The Action Point' really REALLY amused me -
http://theactionpoint.wordpress.com/2011/11/13/having-players-roll-the-dice/
So, basically, it seems like its actually more fun to play 4th Edition like the older editions were played - odd that . . . .
When 4th Edition came out, and practically everything is static - with little or no rolling actually done by the player - I was more than a little incensed - as it takes away a good chunk of the fun for the player.
So, this article on 'The Action Point' really REALLY amused me -
http://theactionpoint.wordpress.com/2011/11/13/having-players-roll-the-dice/
So, basically, it seems like its actually more fun to play 4th Edition like the older editions were played - odd that . . . .
Thursday, 21 July 2011
The Killing Joke
No, not the DC Graphic Novel - but rather a comment the way WizBro are treating Gary and Daves legacy. They are talking about a 5th Edition of D&D now, its been getting further and further away from what D&D should be to me. Less and less of a Role Playing Experience, more and more of a single model tabletop tactical wargame. What they are doing has been slowly but surely killing off the brand name.
A guy on Google+ made an interesting remark about RPG's in one of my Friends comment threads - "All This Must Evolve" - It kinda made me smile at the time, so lets look at that comment.
In Nature, if something 'works' it changes very little. Sharks and crocodiles are optimally suited for their environment - so they haven't really changed for a VERY long time.
Evolution and change isn't always necessary really, especially when it comes to games and gaming.
2nd Edition AD&D didn't really change much from 1st Edition AD&D - it added and expanded, in fact I (as a DM) merely added certain elements and functionality from 2nd Ed to my 1st Ed Games - if it's not "broken" why fix it right.
Unfortunately, changing things in a major (and often flawed) way - is a "disease" that has penetrated the RPG industry, it's a sad truth. Not everyone has the common sense that a Publisher like Troll Lords has - in only changing things that don't work well.
The truth of the matter is, that the MAIN reason for changes in rules IS NOT JUST to "make things better" - its to actually ensure that people feel compelled to buy the newest edition!
Whilst its logical to ensure the survival of a business, its NOT always a good thing in my opinion (or in a lot of other peoples for that matter) why not bring out new and exciting products that add to the gaming experience, rather than watering down and re-hashing ideas all the damn time!
Check out this guys feelings on the possibility on there being a 5th Edition!
http://classicrpgrealms.blogspot.com/2011/07/d-5th-edition.html
Change isn't always the right way to go, just "ask" the environment how it "feels" about the changes Mankind has made, all in the name of "progress" too!
I still enjoy 1st Edition AD&D, I prefer the look and the "feel" of it. OD&D through 1st Edition AD&D was a labour of love, its obvious - 4th Edition is quite simply soulless "product", and a lackluster product at that.
A guy on Google+ made an interesting remark about RPG's in one of my Friends comment threads - "All This Must Evolve" - It kinda made me smile at the time, so lets look at that comment.
In Nature, if something 'works' it changes very little. Sharks and crocodiles are optimally suited for their environment - so they haven't really changed for a VERY long time.
Evolution and change isn't always necessary really, especially when it comes to games and gaming.
2nd Edition AD&D didn't really change much from 1st Edition AD&D - it added and expanded, in fact I (as a DM) merely added certain elements and functionality from 2nd Ed to my 1st Ed Games - if it's not "broken" why fix it right.
Unfortunately, changing things in a major (and often flawed) way - is a "disease" that has penetrated the RPG industry, it's a sad truth. Not everyone has the common sense that a Publisher like Troll Lords has - in only changing things that don't work well.
The truth of the matter is, that the MAIN reason for changes in rules IS NOT JUST to "make things better" - its to actually ensure that people feel compelled to buy the newest edition!
Whilst its logical to ensure the survival of a business, its NOT always a good thing in my opinion (or in a lot of other peoples for that matter) why not bring out new and exciting products that add to the gaming experience, rather than watering down and re-hashing ideas all the damn time!
Check out this guys feelings on the possibility on there being a 5th Edition!
http://classicrpgrealms.blogspot.com/2011/07/d-5th-edition.html
Change isn't always the right way to go, just "ask" the environment how it "feels" about the changes Mankind has made, all in the name of "progress" too!
I still enjoy 1st Edition AD&D, I prefer the look and the "feel" of it. OD&D through 1st Edition AD&D was a labour of love, its obvious - 4th Edition is quite simply soulless "product", and a lackluster product at that.
Friday, 8 July 2011
In Depth Role Playing or Adventure Gaming
What do you prefer, I know I (and my Players) prefer Adventure Gaming.
Whats the difference I hear you ask, Adventure Gaming is like an Action Movie - light on Plot, high on Action and Investment in the Characters (as in you want to see the Heroes win) - I prefer to run Games like that.
A real "Roller Coaster" ride that keeps my players involved and guessing - fun, rowdy, and fast!
In Depth Role Playing - even my games have this sometimes, but I find it boring if that's ALL you ever do.
I remember once talking to a Guy who played Vampire the Masquerade twice a week (sometimes more) - they spent an ENTIRE SESSION that lasted over four hours talking at a Party . . . . . .
FFS if I want to do that I would actually go to a real damn Party, whats the point of "playing" at real life - go out and LIVE IT FFS! OK there are no real Vampires to hang around with, I'll give them that - but I have to say - THATS why Live Action Story Teller games work better than on the table-top. In Depth Roleplaying works better in "person" IMHO.
Table-Top RPG's (for me at least) give me a chance to do things I would never do in reality - going down a Dark Dank Dungeon in search of Treasure, or swing across a wide Ravine on a Jungle vine to escape some Magical Abomination, or Hack a Government Mainframe to steal Top-Secret Weapon Designs - not stand around dressed like some reject from an Anne Rice Novel chatting!
High on Adventure is the key for any FRP, whether its D&D or Runequest - THAT'S the real key to fun and a great time being had by all IMHO. Thats not to say Roleplaying doesn't come into it, not at all - we should always at least attempt to play unique and distinct characters wherever possible - even when it comes to your own NPC's - that's a huge part of the fun I reckon.
4th Edition (Not) DnD have gone TOO far towards the Adventure Game Concept - its way WAY too light on the Role-playing. Almost all interactions within the gaming environment can be Governed by a Dice Roll - as opposed to Role-played Through - not good IMHO.
Too Far WizBro, Too Far.
Whats the difference I hear you ask, Adventure Gaming is like an Action Movie - light on Plot, high on Action and Investment in the Characters (as in you want to see the Heroes win) - I prefer to run Games like that.
A real "Roller Coaster" ride that keeps my players involved and guessing - fun, rowdy, and fast!
In Depth Role Playing - even my games have this sometimes, but I find it boring if that's ALL you ever do.
I remember once talking to a Guy who played Vampire the Masquerade twice a week (sometimes more) - they spent an ENTIRE SESSION that lasted over four hours talking at a Party . . . . . .
FFS if I want to do that I would actually go to a real damn Party, whats the point of "playing" at real life - go out and LIVE IT FFS! OK there are no real Vampires to hang around with, I'll give them that - but I have to say - THATS why Live Action Story Teller games work better than on the table-top. In Depth Roleplaying works better in "person" IMHO.
Table-Top RPG's (for me at least) give me a chance to do things I would never do in reality - going down a Dark Dank Dungeon in search of Treasure, or swing across a wide Ravine on a Jungle vine to escape some Magical Abomination, or Hack a Government Mainframe to steal Top-Secret Weapon Designs - not stand around dressed like some reject from an Anne Rice Novel chatting!
High on Adventure is the key for any FRP, whether its D&D or Runequest - THAT'S the real key to fun and a great time being had by all IMHO. Thats not to say Roleplaying doesn't come into it, not at all - we should always at least attempt to play unique and distinct characters wherever possible - even when it comes to your own NPC's - that's a huge part of the fun I reckon.
4th Edition (Not) DnD have gone TOO far towards the Adventure Game Concept - its way WAY too light on the Role-playing. Almost all interactions within the gaming environment can be Governed by a Dice Roll - as opposed to Role-played Through - not good IMHO.
Too Far WizBro, Too Far.
Labels:
Adventure Gaming,
In Depth Role Playing,
RPG's,
thoughts
Thursday, 7 July 2011
Castle Keepers Guide - Some Thoughts
I haven't posted on here for a while, RPG's have taken a back seat for me for a while - not because of lack of interest - but life has been kinda chaotic, and I've been focusing on miniatures and painting for a while (I find it calming).
I've had the Castle Keepers Guide for Castles and Crusades for a while, but haven't really had the time to sit and read it properly. Now I have, here are my thoughts (for what they are worth).
Ok – now everyone who knows me is aware what a huge Castles & Crusades fan I am, next to AD&D 1st Edition it’s my favourite RPG – so what I write here I really don’t do lightly, I'm just being as honest as I always try to be - so before you read on – it’s not all hearts and flowers. Sorry Troll Lords . . . . .
It is a hefty and great looking book – I do wonder however why the cover is matte not glossy like the other books – it looks kinda strange on my bookshelf tbh. A Shame that really.
It’s very VERY much like the original AD&D Dungeon Masters Guide in feel and tone – but rather than simply being a “copy” it’s much more like a show of respect, and a doff of the writers “cap” so to speak.
There is a wonderful section on fleshing out your characters, complete with different methods for attribute generation – height, weight and age charts and tables – and even ideas for using Monster Races as Characters (something very fashionable these days, but also something I am not too keen on.
The section on hirelings and henchmen, whilst interesting and somewhat useful – simply goes on too long for me. Droning on and on seemingly forever, I zoned out while I was reading it. My groups rarely use henchmen, and I personally as a player have never used them – so perhaps it’s just me and mine – but I don’t think the subject deserved the extensive coverage it got.
There is also a BIG section on dealing with world creation and management – great for new DM’s/CK’s – especially those who want to develop their world from scratch – there are even rules for handling large scale conflicts – wars between nations and peoples. Interesting stuff indeed, viable and playable whilst maintaining the “old skool” feel that Castles and Crusades is famous for.
There are even ideas and concepts for story development, which whilst I imagine they were put in there with all the good intentions in the world – they (in my humble opinion) are of little use to DM’s/CK’s – there is too much of this tendency to force DM’s/CK’s into a “mold” trying to make them all run games in the same way – I’ve seen it over and over again for such a long time, I think its kinda bad for creativity and can make individual DM’s/CK’s stagnate – thereby making it necessary that they buy Scenarios and World Books – or maybe that’s the point really (yes I know I am jaded and suspicious).
There are some great guidelines on Challenges and how to rate them properly and effectively, and a large amount of information on the Siege Engine and the mechanics of the system. Assigning appropriate treasure is covered in reasonable depth, as is how to extend and expand upon character abilities. Plus there are loads of good solid examples of how to make judgment calls, assign difficulty levels and such like. Pretty damn useful and a very interesting read.
There are even rules and ideas for Hi-Tech Weapons, so Sci-Fi crossover games and now more easily don (Expedition to the Barrier Peaks for C&C anyone?) – BUT even though Secondary Skills are covered (as in the AD&D 1st Edition rules) there are no real and tangible rules for Skills in C&C – so I am afraid all us DM’s/CK’s and Players who like such things are stuck with our own home-brew systems.
As an experienced DM/CK only around 50% of the Castle Keepers Guide was truly useful to me, newer DM’s/CK’s will find much more of it useful.
Some sections were a little too “in depth” others not so much, and some information that needed to be in there simply wasn’t.
Don’t get me wrong it’s a good solid Tome; I just think it could have been better . . . . . . . . . .
I've had the Castle Keepers Guide for Castles and Crusades for a while, but haven't really had the time to sit and read it properly. Now I have, here are my thoughts (for what they are worth).
Ok – now everyone who knows me is aware what a huge Castles & Crusades fan I am, next to AD&D 1st Edition it’s my favourite RPG – so what I write here I really don’t do lightly, I'm just being as honest as I always try to be - so before you read on – it’s not all hearts and flowers. Sorry Troll Lords . . . . .
It is a hefty and great looking book – I do wonder however why the cover is matte not glossy like the other books – it looks kinda strange on my bookshelf tbh. A Shame that really.
It’s very VERY much like the original AD&D Dungeon Masters Guide in feel and tone – but rather than simply being a “copy” it’s much more like a show of respect, and a doff of the writers “cap” so to speak.
There is a wonderful section on fleshing out your characters, complete with different methods for attribute generation – height, weight and age charts and tables – and even ideas for using Monster Races as Characters (something very fashionable these days, but also something I am not too keen on.
The section on hirelings and henchmen, whilst interesting and somewhat useful – simply goes on too long for me. Droning on and on seemingly forever, I zoned out while I was reading it. My groups rarely use henchmen, and I personally as a player have never used them – so perhaps it’s just me and mine – but I don’t think the subject deserved the extensive coverage it got.
There is also a BIG section on dealing with world creation and management – great for new DM’s/CK’s – especially those who want to develop their world from scratch – there are even rules for handling large scale conflicts – wars between nations and peoples. Interesting stuff indeed, viable and playable whilst maintaining the “old skool” feel that Castles and Crusades is famous for.
There are even ideas and concepts for story development, which whilst I imagine they were put in there with all the good intentions in the world – they (in my humble opinion) are of little use to DM’s/CK’s – there is too much of this tendency to force DM’s/CK’s into a “mold” trying to make them all run games in the same way – I’ve seen it over and over again for such a long time, I think its kinda bad for creativity and can make individual DM’s/CK’s stagnate – thereby making it necessary that they buy Scenarios and World Books – or maybe that’s the point really (yes I know I am jaded and suspicious).
There are some great guidelines on Challenges and how to rate them properly and effectively, and a large amount of information on the Siege Engine and the mechanics of the system. Assigning appropriate treasure is covered in reasonable depth, as is how to extend and expand upon character abilities. Plus there are loads of good solid examples of how to make judgment calls, assign difficulty levels and such like. Pretty damn useful and a very interesting read.
There are even rules and ideas for Hi-Tech Weapons, so Sci-Fi crossover games and now more easily don (Expedition to the Barrier Peaks for C&C anyone?) – BUT even though Secondary Skills are covered (as in the AD&D 1st Edition rules) there are no real and tangible rules for Skills in C&C – so I am afraid all us DM’s/CK’s and Players who like such things are stuck with our own home-brew systems.
As an experienced DM/CK only around 50% of the Castle Keepers Guide was truly useful to me, newer DM’s/CK’s will find much more of it useful.
Some sections were a little too “in depth” others not so much, and some information that needed to be in there simply wasn’t.
Don’t get me wrong it’s a good solid Tome; I just think it could have been better . . . . . . . . . .
Labels:
Castle Keepers Guide,
Castles and Crusades,
thoughts
Subscribe to:
Posts (Atom)