Working to deadlines got me through university as a mature student, where the 18-year-olds on our course couldn't understand how people like Paul and I could get all the work done on time and still party with the best of them.
Nick has been chomping at the bit to roll up some characters for the Castle & Crusades campaign I unveiled at Christmas, and so, having agreed to go round to his flat on Thursday, that meant I have had to knuckle down and try to get some order from the random notes I've been scribbling between reading back issues of Knights of The Dinner Table and The Dragon, watching a variety of DVDs (for "research" purposes) etc
The initial draft of the rough player notes can be found here in pdf form.The world is called Tekralh and the theme for the setting, as my 'thing' for the year is the Crusades, is religious intolerance and holy wars.
What I love about Castles & Crusades is that it allows me to bring back all those elements that have, over the years, been branded as "outdated" by non-D&D players (such as character classes, alignment, levels, hit points etc) but which I grew up on.
For years after I stopped playing D&D regularly I railed against the whole alignment system and when one of my favourite new podcasts - Grimm Studios - launched into its series of devoting one show to the study of one alignment, I'll admit I groaned.
But the discussion was far more stimulating and interesting than I'd been expecting and got me to seriously re-examining my approach to alignment. Couple that with the whole "law/chaos" vibe of the Elric books I've been reading and I'm pretty fired up for an alignment-led role-playing game.
Thursday will also be the first time either of us have actually "rolled up" characters for a game for a long, long time as so many games these days - including our current Hollow Earth Expedition game - use a point buy system.




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