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Castles & Crusades vs. Old School Essentials

Started by Batjon, June 22, 2021, 12:29:21 AM

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Batjon

Which do you prefer between Castles & Crusades and Old School Essentials and why?

TJS

#1
Depends what you want to do.  Old School Essentials has the advantage that dungeon procedures are baked right in.  This gives it the edge for old school dungeon crawling and the like.

Castles and Crusades is more like modern D&D but stripped down (although it does have old school lethality.)  I'd use it more for running something from one of the 2e settings.  It offers a little more towards the customisation of character with more classes in the core and the ability to pick your primes meaning you get a bit more control over what exactly your character is good at.  It therefore maybe has an edge for more 'story' oriented campaigns.

Plotinus

Castles & Crusades predates the OSR for the most part, and it now has the crippling disadvantage of low compatibility with the best OSR adventures and materials. It's just less usable as a result relative to retro-clones and high-compatibility OSR games, so I don't think I would consider it unless I never used published modules.

camazotz

I've been wondering about what the value and interest in OSE is other than it being the latest OSR release.

Mad Tom

Quote from: camazotz on June 22, 2021, 11:44:05 AM
I've been wondering about what the value and interest in OSE is other than it being the latest OSR release.

Part of it is newness and part of it is marketing within the OSR community. The project basically started because Necrotic Gnome wanted a clone of B/X that was a clean restatement of the original (unlike Labyrinth Lord which made minor changes) and more logically organized. I'll give them credit for the clean organization and layouts, though it's definitely lacking the flavor and charm of the original Moldvay/Cook rulebooks. It also lacks a lot of the beginner friendliness of the Moldvay Basic rules.

Seems like OSE has now taken the position of being the Rosetta Stone of OSR rule sets, where if something has the OSE-compatible label, then it means it can be run with pretty much any OSR system with minimum fuss. Though again, you could convincingly argue that Labyrinth Lord and Swords & Wizardry do the same.

If you're looking for broad compatibility with OSR content, OSE is probably the better choice, and you can add on the Advanced Fantasy rules if you want more options. It'll also lend itself better to straight OSR style play.

Castles and Crusades has taken the place of 5e for D20 games for me. It has decent options, more old-school flavor than WotC D&D and flows pretty well in play. It was also blessed by Gary Gygax as a worthy successor to his D&D if that's something that matters to you. I've never tried any conversions with it, so I couldn't speak to how easy or difficult it might be, but I can't imagine it would be more difficult than converting to 5e.

Batjon

Quote from: Plotinus on June 22, 2021, 07:52:02 AM
Castles & Crusades predates the OSR for the most part, and it now has the crippling disadvantage of low compatibility with the best OSR adventures and materials. It's just less usable as a result relative to retro-clones and high-compatibility OSR games, so I don't think I would consider it unless I never used published modules.

I thought the C&C guys advertise that you can do a few easy calculations on the fly to make these old adventures compatible with C&C.

JeffB

#6
Quote from: Batjon on June 22, 2021, 04:28:44 PM
Quote from: Plotinus on June 22, 2021, 07:52:02 AM
Castles & Crusades predates the OSR for the most part, and it now has the crippling disadvantage of low compatibility with the best OSR adventures and materials. It's just less usable as a result relative to retro-clones and high-compatibility OSR games, so I don't think I would consider it unless I never used published modules.

I thought the C&C guys advertise that you can do a few easy calculations on the fly to make these old adventures compatible with C&C.

That's correct. I ran it for years. Easy peasy on the fly conversions of adventures and such with any T/OSR D&D materials. Flip AC, HD = Attack bonus, figure out whether the monster should get PHYSICAL or MENTAL saves as PRIME (or both on the rare occasion), and that's it.

And as to the general discussion, I've found C&C to be the most robust to tinkering/adding to of any "edition" without the whole thing falling apart. I  dropped the normal Prime 18/Non Prime 12 stuff around 2013, and just set all Challenge Base at 15,  and gave PRIMEs advantage/Best of 2. I also have added in some bits from 13th Age (backgrounds, monster "specials"), Tinkered with with ability score mods, etc. It just works.

The only downside I see is getting through the (mainly failed) attempts at "High Gygaxian" prose, and the errors. I'm forgiving of the prose, because I'd rather read Davis' poor attempts, than read a  boring school textbook manual ala Paizo or WOTC. But  C&C is a great game to use as a foundation- just like White Box.

EDIT- And I've no use for OSE. Tom, Dave , and Steve already gave us the most concise and easy to use version of D&D back in 81. That's what I use for a MCM game.

Arkansan

Both fill different niches. OSE seems to be taking the role of the prime reference rules for the modern OSR, everything can be quickly converted to it. C&C is a nice middle ground between some of the more modern (3e era) D&D conventions and old school mentality.

camazotz

Quote from: Red Death on June 22, 2021, 04:27:12 PM
Quote from: camazotz on June 22, 2021, 11:44:05 AM
I've been wondering about what the value and interest in OSE is other than it being the latest OSR release.

Part of it is newness and part of it is marketing within the OSR community. The project basically started because Necrotic Gnome wanted a clone of B/X that was a clean restatement of the original (unlike Labyrinth Lord which made minor changes) and more logically organized. I'll give them credit for the clean organization and layouts, though it's definitely lacking the flavor and charm of the original Moldvay/Cook rulebooks. It also lacks a lot of the beginner friendliness of the Moldvay Basic rules.

Seems like OSE has now taken the position of being the Rosetta Stone of OSR rule sets, where if something has the OSE-compatible label, then it means it can be run with pretty much any OSR system with minimum fuss. Though again, you could convincingly argue that Labyrinth Lord and Swords & Wizardry do the same.

If you're looking for broad compatibility with OSR content, OSE is probably the better choice, and you can add on the Advanced Fantasy rules if you want more options. It'll also lend itself better to straight OSR style play.

Castles and Crusades has taken the place of 5e for D20 games for me. It has decent options, more old-school flavor than WotC D&D and flows pretty well in play. It was also blessed by Gary Gygax as a worthy successor to his D&D if that's something that matters to you. I've never tried any conversions with it, so I couldn't speak to how easy or difficult it might be, but I can't imagine it would be more difficult than converting to 5e.

Okay good to know. I'm kind of in the same boat as JeffB, where I see the original B/X as the definitive editions and really don't need replacements. That special charm that came from the original books is key to their success.

I have run C&C before, and have fond memories of those campaigns; it had the most "D&D" feel in the classic sense to it, something not quite captured in the post 2000 era of official D&D.

Plotinus

Quote from: Batjon on June 22, 2021, 04:28:44 PM
Quote from: Plotinus on June 22, 2021, 07:52:02 AM
Castles & Crusades predates the OSR for the most part, and it now has the crippling disadvantage of low compatibility with the best OSR adventures and materials. It's just less usable as a result relative to retro-clones and high-compatibility OSR games, so I don't think I would consider it unless I never used published modules.

I thought the C&C guys advertise that you can do a few easy calculations on the fly to make these old adventures compatible with C&C.

I mean, of course they say that, and of course it's more true of Castles & Crusades than of 3e D&D, but it always turns out to be not so simple in practice, especially for people who aren't already very experienced in various editions and willing to fudge things using rough equivalents on the fly. Whereas OSE is a virtually exact clone of B/X, an edition that occupies a place near the center of TSR D&D, and is very close mechanically to OD&D, AD&D, BECMI, etc.

Batjon

I need to find a video or something that explains the basics of how the rules work in OSE to see if it is for me.  I started on old red box D&D in '82 or '83 and wonder if this would remind me of it.  I just do not recall enough of the old system to remember most of the rules.  The individual books in the slipcase appear to be sold out currently.

Dave 2

Quote from: Batjon on June 22, 2021, 12:29:21 AM
Which do you prefer between Castles & Crusades and Old School Essentials and why?

OSE is a pure retro-clone, a reference for people who don't like B/X's organization, and a clean and easy way to advertise your self-published adventure is for B/X without saying "for B/X!".

Both of these are worthy goals, but saying you run OSE not B/X is the same as saying you run OSRIC not AD&D. It means you have profoundly missed the point somewhere, and I question whether I'd even enjoy playing under a GM that autistic. Exact game is good to know if we start talking about page numbers, but an exercise in splitting hairs otherwise. Conversely though, it's useful to know that "for OSE" really means "for B/X," "for ACKS," "for Labyrinth Lord," and so on.

Running B/X/"OSE" strictly by the book is an exercise worth doing, to see what emerges, but not forever. The game can be improved on. Fighters should get a little something more than they do as they level, as just one example. Most GMs end up houseruling it or adding in bits from other systems. If you're the type of GM to follow the rulebook no matter what, forever, I would say it's a bad choice for you.

Labyrinth Lord is in the category of "retroclones" that are also their own games. It's a little closer to AD&D than B/X, and the mechanical base in the 3e Open Game License shows sometimes, but it's still it's own thing.

I've got a soft spot for it, it remains fully playable and a reasonable option, but it doesn't stand out from the crowd the way it did when it was new. Everybody fixes the SIEGE engine target numbers one way or another, and everybody should but not everybody does throw out C&C's 3e-inspired increasing save DCs in favor of the AD&D method (especially important for fighters in the late game), but these are known and easy fixes.

Between Castles & Crusades and B/X, which is what you're actually asking, I would run a houseruled B/X with rationalized domain/economic/downtime/magic research systems that were there if I ever needed them, but not necessary for play. That game is ACKS, which I am actually running.

I wouldn't mind running C&C either, I would run that before "OSE" just because I've already got my B/X box checked. It just doesn't quite float to the top of my list before ACKS and Traveller.

rocksfalleverybodydies

Quote from: Batjon on June 22, 2021, 09:06:26 PM
I need to find a video or something that explains the basics of how the rules work in OSE to see if it is for me.  I started on old red box D&D in '82 or '83 and wonder if this would remind me of it.  I just do not recall enough of the old system to remember most of the rules.  The individual books in the slipcase appear to be sold out currently.

OSE is B/X so videos on either will work.  One of the advantages of OSE was the SRD creation online: it's well laid out and should allow you to find out everything you need to know:

https://oldschoolessentials.necroticgnome.com/srd/index.php/Main_Page

The basic rules PDF are free as well if you prefer something you can just hand out.

I supported the first KS as I wanted the B/X rules in a nice hardback book format and organised: I think Gavin succeeded at that and helped revive the traditional B/X style of play for younger players.

Marchand

I think I asked on this board why everyone was getting such a massive stiffy for OSE back around the time it came out, and nobody really seemed to have an answer except better organisation, and basically I had no soul and why couldn't I just eff off and let people enjoy spending their money? So, I did.
"If the English surrender, it'll be a long war!"
- Scottish soldier on the beach at Dunkirk

rocksfalleverybodydies

Quote from: Marchand on June 23, 2021, 11:18:59 AM
I think I asked on this board why everyone was getting such a massive stiffy for OSE back around the time it came out, and nobody really seemed to have an answer except better organisation, and basically I had no soul and why couldn't I just eff off and let people enjoy spending their money? So, I did.

I thought the answer would be a full re-organising of the rules in a quality hardback format, available as actual prints for using at the table, reducing some of the confusing sections, revitalizing interest in the Moldvay/Cook edition, and a KS that actually delivered on its expectations, but what do I know. heh

It's still arguably one of the best editions TSR put out, so it deserved to be known better.
Also WotC doesn't get any money from the purchase , which might be a plus for some, or even the key factor.

Soulless? eff off?  Strange reaction to a simple question unless there was more to it.