## The Grand Campaign

Chivalry & Sorcery 1st edition opened with an introduction to the concept of the Grand Campaign. There was no succinct single sentence definition which I can reproduce here, but rather a description of the Grand Campaign as encompassing an entire fantasy world and permitting play at any and all levels of detail within that world – as kings and commanders of armies, to individual characters of any social rank. This is fundamentally different from most modern roleplaying game campaigns, which are often described in terms of “stories” in which the player characters are protagonists. Rather, in the Grand Campaign as described by Simbalist and Backhaus in the 1st edition of Chivalry & Sorcery, it is really the history of a simulated fantasy world which is being “played out” rather than an individual story within that world. Individual players may control many different characters in that world, indeed, they may play powerful kings, chivalrous knights, or humble peasants, and anything between. The Grand Campaign encapsulates this idea of play happening (or at least, being able to happen) at multiple levels of play, with groups of players choosing to play at all the levels or just those which interest them.

Building and expanding on the Grand Campaign as described in Chivalry & Sorcery 1st edition with my thoughts after some time spent with the 5th edition of that august gaming lineage, the levels of play in the Grand Campaign could be described as follows, listed in order, with “1” at the “highest” level of play and “4” at the “lowest” or most narrowly focussed-level:

1. Grand Strategy – This level of play is primarily military and geopolitical in nature. It will focus on the struggles between baronies and kingdoms and on the clash of armies, and deal with questions of economics and resources.
2. The Nobility – This level of play complements Grand Strategy by fleshing out the important political and military characters – princes, generals, knights. C&S 1e notes that “the military miniatures enthusiast will probably elect only to deal with Knights and Nobles”.
3. The Fantasy Campaign – This level of play is probably the more typical fantasy roleplaying game’s fare (albeit with more C&S-style realism). It adds magicians to the mix, expanding the game beyond the knights and nobles of the historical ruling class.
4. Village Life – This level of play includes ordinary life in the game world, down to the lowest serf. I have called this “Village Life” to emphasis the micro-nature of this level of play within the Grand Campaign, but it could just as easily focus on the day-to-day in towns or cities. This level of play is not typically a feature of fantasy roleplaying games – this sort of activity is generally performed by NPCs in the background of play.

Chivalry & Sorcery 1st edition was intended as a single-volume rulebook to address the whole of the Grand Campaign (or at least levels 1 through 3 in my improvised hierarchy):

“The essential feature of Chivalry & Sorcery is the flexibility built into all of the campaign types. Players may choose the type of campaign that they desire and may ignore all elements that are not relevant to their needs and aims.”

Ed Simbalist & Wilf Backhaus (1977), Chivalry & Sorcery, 1st edition

My own Chivalry & Sorcery campaign is at level 3. Indeed, probably every fantasy roleplaying campaign I have ever run or played in has been at level 3. There is certainly nothing wrong with level 3, but there’s a lot of play which can happen at other levels which isn’t a feature of my own games or my own experience. The Grand Campaign would involve play at multiple levels, possibly with many more players and even multiple GMs, not necessarily all playing together at the same time, but all playing in the same world, with the potential to interact and affect each other.

This explains why, as previously discussed, the concept of time and a relationship between real world time and campaign time is also strangely (to modern eyes) so important in Chivalry & Sorcery 1st edition. Indeed, C&S 1st edition is not alone in this – it seems to have been a feature of the Greyhawk and Blackmoor D&D campaigns as well. In this context, the infamous Gygax quote in the AD&D DMG that “YOU CAN NOT HAVE A MEANINGFUL CAMPAIGN IF STRICT TIME RECORDS ARE NOT KEPT” makes a lot more sense than it might from a purely “modern” (really, 1980s onwards) roleplaying game perspective. This sort of defined relationship between real-world and game time would have been essential for games which spanned levels 1 to 3 of the Grand Campaign.

I have been drafting and re-drafting my own rules-lite game which spans levels 1 to 3 of the Grand Campaign (with play focussed at level 2) for a year and a half. I am about to re-embark on yet another re-write. But since I am presently running (and enjoying) a level 3 “Fantasy Campaign” using Chivalry & Sorcery 5th edition, and since Chivalry & Sorcery introduced the concept, I have started to think about the practicalities of using Chivalry & Sorcery‘s latest incarnation for the Grand Campaign.

The first thing I would note is that the wargaming clubs which predominated in the hobby in the 1970s are now, effectively, a separate world from the roleplaying game one. Campaigns as run by Arneson and Gygax, and indeed, Simbalist and Backhaus, with 20+ players drifting in and out between sessions are generally impractical – unless maybe you were playing Dungeons & Dragons 5th edition (and even then, that would not be a very Critical Role-like experience so maybe not). I suspect but I am not sure about early C&S campaigns, but it was certainly a feature of early D&D campaigns that players had multiple characters, and would choose which of their characters to play at the start of each adventuring session, alternating between them over the course of many sessions. I think a similar approach would be necessary in the Grand Campaign in 2020, and this would also help facilitate running such an ambitious exercise with a more realistic-sized play group.

I believe the Grand Campaign calls for players to take more responsibility and direct control of many aspects of the game world, albeit underneath the Gamemaster’s supervision. The Player-Referee (as the GM is occasionally called in Chivalry & Sorcery 1st edition) of course has the most characters at their disposal, but the game actually rails against the injustice of this somewhat, and explains how player characters may marshal armies and enlist the support of allies and vassals and how such characters are in effect, under their control rather than the Player-Referee. In the Grand Campaign, players can be expected to manage the resources and incomes available to their estates and feudal holdings at levels 1 and 2 of play.

A good way to invest the players in these additional responsibilities, and in play at level 1 especially, is to involve them in the world building process. Chivalry & Sorcery 5th edition has a solid introduction to world building, starting with map making (just as 1st edition notes), description of feudal society, and a detailed system for building feudal holdings from the level of kingdom down. There is no reason why this work should only be done by the GM – and indeed, there will be more investment in a collaborative world building effort. After the initial preparation is complete, of course, world building will continue to be on-going during play in order to satisfy the demands of play, and the GM will need to do this “just in time” worldbuilding largely by themselves, but they will be building upon a shared foundation.

Unlike in 1st edition Chivalry & Sorcery, which started with miniature wargaming rules first and eventually moved onto character generation around the halfway mark, level 1 play is not entirely facilitated by the 5th edition core rulebook. The Kickstarter included the stretch goal to deliver the Ars Bellica supplement, a mass-combat system which can also serve as a miniature wargame in its own right. Subscribers to the Brittannia Game Designs Patreon can get access to the latest draft of this supplement. The current draft is certainly usable, and as an alternative to the full miniature rules most of the supplement describes, it also includes an “Art of Maths” option for mass combat to be resolved with some maths based on troops and resources and a few rolls. Either one of these should bridge the gap and satisfy the requirements of level 1 play nicely. The core rulebook does provide the economic details which would be necessary for Grand Strategy level play.

Play at levels 2, 3 and even 4 are all well-provided for by the Chivalry & Sorcery 5th edition core rulebook. No other game in my collection so admirably and comprehensively caters to characters drawn from every class of feudal society. Non-human options are already dealt with in the core rulebook, but are greatly expanded upon by the previous edition’s Elves Companion and Dwarves Companion (which are still compatible with 5th edition), and by the recently released Nightwalkers supplement (that’s an affiliate link) which greatly expands on lycanthropes and vampires in Chivalry & Sorcery (remember: monsters are people too!). A supplement is on its way for Goblins, Orcs, and Trolls as well. The non-human races have their own societies, social classes, vocations, etc, sufficient to support play at levels 2, 3, and 4. As I discussed in my reviews of the Elves Companion and Dwarves Companion, it is a mistake to think of Chivalry & Sorcery‘s demihuman and monstrous races as “vanilla D&D” versions – but they could still be incorporated into a newly built world with just the geographic features adapted to your own setting (as indeed, these books do for Marakush).

I am not sure whether I ever will run the Grand Campaign, but I’d certainly like to try, and Chivalry & Sorcery 5th edition is the first game in my collection I’d use for it. In the meantime, I will press on with my own Fantasy Campaign, level 3 game!

## Chivalry & Sorcery 5e: 5+1 Sessions In

Some time ago, I reviewed the Chivalry & Sorcery 5e PDF, on the basis of reading it through and rolling up a character myself, but not after actual play. Since that time, the printed books have been shipped, and I’ve started a Chivalry & Sorcery campaign. Now we’re a few sessions in (four “regular play” sessions and one “session zero” character generation session), I feel like I am better placed to comment on the game in play.

As a group we are still learning the system, and given C&S 5e is a 600+ page book, this is going to take a little longer. We are still looking things up in play just to make sure we are doing it right, but as of the fourth session of regular play, we are now, as a group, more looking things up to be sure we’re doing them right than we are to resolve differences of interpretation or different recollections of the rules. In my review of the PDF, I described the game as complete not complicated. After playing for a while, I think this is generally true, there are definitely some “crunchy” parts – especially in the magick system. Generally, the “crunch” feels like it adds both realism and tactical thinking which is welcome, but it can also slow us down in play when we use a new subsystem for the first time. As with all such subsystems, the more familiar we become with using it in play, the faster we get with it. By the second or third time we do something in C&S we do it quite quickly and smoothly.

Expressed in GNS terms, without intending to affirm any kind of validity to that hot mess of a model, C&S is heavily simulationist. The core mechanics are not complex, but there’s a lot of detail in procedures for particular situations, and a lot of granularity in the skills list. There are also some rules which have needed clarification/expansion after the book was printed (link to publisher’s webpage here), which helps with the more complicated aspects of magick in particular. In general, these detailed procedures are smooth in play, but there are some stress points when some players try to play the game like D&D. For example, the game has an action point pool-based approach to determining who can act first in combat and how much they can do. This is excellent, and feels realistic to me. However, when players try to “hold actions” until certain conditions take place, as if they were playing 3rd edition D&D, which in mechanical terms means they build up action points since they don’t spend them on an action, which leads to a glut of action points. This doesn’t actually break the C&S rules, mind you – in fact, you are intended to be able to bank action points, but typically you’d be banking “left over” action points in a round, not one’s entire allocation of action points for a round. So we are making good progress on the learning curve with respect to the C&S rules themselves – but as a group we still need to make some progress on learning how to play C&S as C&S.

As I discussed in my initial review of the PDF, the PDF is hyper-functional, filled with links, and particularly useful electronic tabs to skip between major sections. The physical book does not have such conveniences, but it is a distinctly satisfying 600+ page full-colour book, with a ribbon. The pages are nicely laid out, and visually appealing. The artwork sets the tone for the game beautifully, much more “low fantasy” and medieval than modern Dungeons & Dragons or Pathfinder. Given the size of the book, I find that some extra ribbons are useful during play as I deal with procedures for magick with some characters, certain skills with others, NPC stats, etc, at the same time. Occasionally, I think some information could be better co-located in the book. For example, if some of the information about magickal vocations and modes of magick from the Vocations chapter could be repeated in the Magick chapter, it would save some flicking around in play. This is less of an issue with the PDF than the physical book, and illustrative of why I have started to use multiple ribbons in play. The information is laid out logically in the book – just the size of the book naturally means one has to move around quite a bit.

I enjoy the book a lot and commend Brittannia for running an outstanding Kickstarter, and getting the physical book out promptly. Many other Kickstarters I backed, with long, drawn out deliveries, are now frozen, with physical rewards only partially fulfilled, but my C&S book arrived early, and is all the more cherished for it. More importantly, I am enjoying the game, even though we have moved play online, and I don’t hesitate to recommend Chivalry & Sorcery for anyone who wants a more “realistic” medieval fantasy roleplaying game.

## Chivalry & Sorcery on Roll20

I recently started a new Chivalry & Sorcery campaign, and COVID-19 comes to rain on our parade! So we moved our most recent session online, and that’s where the campaign will stay for the foreseeable future. Since I already have a Roll20 Pro subscription and since I am familiar with it from my Lamentations of the Flame Princess campaign (still going strong), I went to Roll20 as my default. Unfortunately Roll20 doesn’t have a character sheet built for Chivalry & Sorcery – I am pretty sure that none of the VTT platforms out there do! But that’s OK, I don’t need all of the VTT bells and whistles, since at this stage I am still assuming that the campaign will be able to move back to a face-to-face campaign in the medium term. There are some Roll20 features I can make good use of though.

## Dice Macros

Chivalry & Sorcery has an elegant dice mechanic. Once you have calculated the Total Success Chance (TSC) for all your skills during character creation, in play, the dice mechanic is quick and easy to use. Face-to-face we roll 1d100 and 1d10 – the 1d100 is the roll to determine success or failure and the 1d10 is the “Crit die”. If the 1d100 result is equal to or below the TSC, the roll is a success, and the Crit die shows how successful the success was (a 10 = a critical success). If the 1d100 result is above the TSC, the roll is a failure, and the Crit die shows how much of a failure the failure was (a 10 = a critical failure).

There is nothing to stop you just rolling your dice in Roll20 the same way, or at least in two steps (/roll 1d100 then /roll 1d10) but we are not familiar enough as a group with the Crit die tables that all of us know how much of a success or failure a given Crit die roll is. Complicating this, the Crit die roll is modified by very high and very low TSCs. So I thought I would setup some simple macros to semi-automate the resolution mechanic.

Unfortunately, this was much more difficult than I anticipated, because the functions Roll20 exposes for dice mechanics are limited unless you can use APIs in your game (which requires a Pro subscription). I am going to keep refining these macros, but for now, this is what I have.

### Percentile Pair Roll

Percentile Pair Roll is the simplest macro and is one which can be implemented without API support:

/roll 1d100<?{Total Success Chance|01}

This macro rolls 1d100 and compares it to a number provided by the player called “Total Success Chance”. If we have an electronic character sheet, this could point at the sheet, but we don’t, so instead we need a pop-up box to ask the player to type in their TSC manually. This is OK for now as it helps the players learn the system.

### Crit Die Macros

My Crit Die macros include a conditional statement and format results nicely, so I used the Power Card API. To use this API, I needed a Pro account (which I already had), and I needed to go into the Game Settings and add the API to the game.

Once Power Cards was added, the macros I use are coded like this:

!power {{
--name|Success with Crit Die
--Crit Die Roll:| [[ [$crit] 1d10 + ?{Crit Die Modifier (pp37-38)|0} ]] --??$crit.total <= 1 ?? Result:|Mediocre Success
--?? $crit.total >= 2 AND$crit.total <= 5 ?? Result:|Middling Success
--?? $crit.total >= 6 AND$crit.total <= 9 ?? Result:|Competent Success

## Review: Elves Companion for Chivalry & Sorcery

The Elves Companion (affiliate link) for Chivalry & Sorcery was originally published for Chivalry & Sorcery 3rd Edition in 2000. Note that I am reviewing it with a view for its use with Chivalry & Sorcery 5th Edition.

The Elves Companion is available from DriveThruRPG as a scanned PDF from the printed original. Although the scan is very clear and the book is easily readable, it has not been OCR’d. This means you can’t keyword search the PDF nor copy and paste from it nor use other text manipulation tools. That said, the 58-page PDF is only $4, less than scans of old D&D modules (which are, generally, OCR’d). So this is far from a modern, hyper-functional PDF like the C&S 5th Edition PDF (previously reviewed here). As you’d expect given its age, the interior is all black and white, laid out much like Chivalry & Sorcery: The Rebirth was laid out – which was very much how most non-WoD RPGs looked before Dungeons & Dragons 3rd Edition. It does print out nicely and with much less ink than the lavish 5th Edition PDF though! If you can get past these cosmetic and format issues, though, the content is rather worth it. These elves are not your typical D&D elves. The Elves Companion combines Celtic mythology with a sprinkling of other sources, and grounds the Elven Nation in the sort of concrete terms you expect to find in a roleplaying game sourcebook. The “assumed setting” of the Elves Companion is the same assumed setting as Chivalry & Sorcery itself – our own world during the medieval period. Marakush-specific material is also included – but as an appendix (and a sidebar on page 20). Elven society is presumed to exist on the fringes of human society in the medieval world – generally confined to deep forests, where the elves may actually be the source of legends like Robin Hood. Elves deal more easily with pagan human societies than with the humans of the Abrahamic religions. It can be challenging, at times, to imagine how elves could dwell even in the forests of medieval Western Europe, but I think this is caused by our modern perspective on the world as intrinsically observable and thus knowable. In the medieval world, “civilisation” was not ubiquitous – it was bounded by city walls, erected against a wild and hostile world, and the deep, dark forests were impenetrable and alien. If the peasants tell stories of elves in the forest, perhaps their tales are true? The elves themselves are related to the faeries of Celtic mythology, but they are doomed by the Blight, a product of human progress at the expense of the Earth. Their bloodlines have become impure, leaving only a handful of increasingly inbred “True Elves” as their ultimate ruling class, who sit on top of a hierarchical society, rarely if ever seen by the the “Half Blood” (as distinct from half-elven) majority, the great unwashed of the Elven Nation. The Half Blood proletariat are supervised by the Noble Elves, who serve as the gentry and bourgeoisie of the Elven Nation, underneath the Pure Blood True Elves. Even the Half Bloods are higher than the Lost Bloods, the contemptible excommunicates who have committed such unthinkable crimes as breeding with humans (creating half-elves), or working for humans. This hierarchical elven society is profoundly different from the societies of the increasingly generic elves of modern D&D, and most other fantasy roleplaying games. Unlike the elves of many modern “high fantasy” settings, the elves of the Elves Companion feel genuinely non-human. Although largely a sourcebook, and written for another edition at that, the rules in the Elves Companion seem generally compatible with Chivalry & Sorcery 5th Edition. Many of the character creation modifications in the Elves Companion, and elf-specific tables for social class, build, father’s vocation etc appear in the 5th edition book itself. The expanded rules and tables for elven longbows appear to be 5th edition compatible too. It is a little unclear to me whether the rules point for half-elves (p31) which appear in the Elves Companion still apply in 5th edition though – it seems that creating a half-elf in 5th edition is more or less the same as creating a human character, but the player selects the “Fey Blood” special ability/talent. The other “rules points” which appear throughout the Elves Companion seem largely 5th edition compatible. Most significantly, the Elves Companion adds the Wardens Mage Mode and Elven Mage Mode, which are referred to in the 5th edition PDF for elven characters but do not appear there. Appendix A contains new vocations, and unless I have overlooked a skill or two which has been revamped, these appear to be completely compatible with 5th edition. Appendix B contains a bestiary of creatures associated with the elves, and though the stats for these creatures are presented differently from the Bestiary chapter in the 5th edition PDF, the necessary stats seem present and I am fairly confident these creatures could easily be used in a 5th edition game. This concludes the “new rules” for 5th edition content in this sourcebook, although there is also Appendix C which adds rules for creating elven characters in Chivalry & Sorcery Light. The Elves Companion concludes with two scenarios, one set in Marakush, and the other set in medieval Europe (in northern Scotland specifically). These are both brief scenarios (1.5 pages long each), intended for elven player characters, which makes sense given the book they appear in. Both present a hook in the form of a mission bestowed upon the party by a noble, and then barebones details of the journey and adventure which follows. Both seem serviceable and potential good starts for a longer elven campaign. In the scenario set in Scotland, I could see the potential to have human (or even dwarf) player characters join the elven party during the course of the adventure, although I am not sure I really see “mixed” parties working in the historical setting as well as they might in Marakush or other fantasy worlds. In fact, after reading the Elves Companion, and seeing how “alien” elven characters are from a human perspective, I do wonder how well they would fit into a predominantly human adventuring party. Modern D&D simply assumes a mix of player character races is normal in an adventuring party, and if we are honesty we must concede that modern D&D doesn’t trouble itself terribly with helping us suspend disbelief as to how an extremely heterogeneous adventuring party could be formed or function. Most adventuring parties are hardly forged in response to apocalyptic circumstances like the Fellowship of the Ring in D&D – most typically, the characters are presumed to know each other beforehand and/or meet in a tavern. This hardly seems satisfying or consistent with the verisimilitude Chivalry & Sorcery strives for. Having read the source material in the Elves Companion, I find it difficult to believe that most elves would mix with humans to any considerable extent – only the Lost Bloods would seem to me to make an appropriate member of an adventuring party in the D&D mould. This isn’t a drawback or a problem from my perspective – frankly, one of the main appeals to me of Chivalry & Sorcery is a more grounded, believable fantasy world, and insofar as “adventuring parties” should even exist in such a world, they would be largely culturally and socially homogeneous. However, I know that many of my gaming friends have a strong aversion to homogeneity amongst player characters – they want to play a variety of different races in particular, and I am still not sure how I will facilitate that as a Chivalry & Sorcery Gamemaster. At$4, the Elves Companion is an outstanding value purchase, even though it is a “flat” PDF constructed from a scan. If you are planning on running a Chivalry & Sorcery game in medieval Europe or Marakush, the Elves Companion is an essential purchase. If you are building your own world for Chivalry & Sorcery with your own “bespoke” elves, then it is still worth reading the chapters about character creation from the Elves Companion so that you can better understand the elven character generation rules in the main book, which will help you better understand how to customise them to achieve your design objectives. It has certainly given me a lot to think about in terms of my own world-building.

Get the Elves Companion via my affiliate link here.

## Review: Chivalry & Sorcery 5th Edition (PDF)

Chivalry & Sorcery was one of the earliest fantasy roleplaying games, created by Ed Simbalist and Wilf Backhaus. Apparently the game evolved out of the desire by their playing groups to play what their characters did “between dungeons”, so to speak. These questions and many more were answered by Chivalry & Sorcery, which developed a reputation for complexity when it was first published in 1977, perhaps because it attempted to provide gameable rules and material for virtually every aspect of “medieval fantasy” life, not just adventuring. The reputation for complexity was probably assisted by the first edition making use of photo reduction to fit four pages of text onto each of its 128 physical pages – an extraordinarily dense rule book even today!

## Old-School Essentials

Late last month the Old-School Essentials Kickstarter came through and I received my goodies. I backed for both the Rules Tome and the boxed set, along with the Advanced Fantasy expansion books, and I am really pleased I did. These are really gorgeous physical books:

Obviously, I was already familiar with Gavin Norman’s outstanding work with B/X Essentials and so in many ways this was a “sure bet” Kickstarter. B/X Essentials was already a really nicely done retroclone, with a modular design which makes it unique among “Basic D&D” retroclones. I knew Old-School Essentials would be at least that good – really I backed the Kickstarter to see how much of an improvement an offset print-run could be as compared to the B/X Essentials print-on-demand books.

The answer is: a huge improvement. These books are physically beautiful. They’re sturdy and attractive, and are so well-presented that they could be placed on the same shelf as the latest books from WotC and Paizo and look as if they deserved to be there, despite the fact that their presentation is of an entirely different style to the “big colour hardback book”. This is an OSR product which is truly worthy of mainstream distribution, and if we are honest, there are only a few OSR games which we can say that about, in terms of their physical presentation.

I hope Old-School Essentials finds that mainstream distribution and enjoys mainstream success as a result, beyond the usual OSR audience which is familiar with the online distribution channels. It’s modular nature also lends itself to a line of supplements – genre rules for different fantasy genres, alternate classes and races, and so on. While I think experienced players don’t mind tinkering with the rules from an all-in-one book like the Rules Tome, the smaller, modular books in the boxed set invite newer players to see the system as consisting of pieces which can be swapped in and swapped out. I don’t think I appreciated how clever this was when Gavin first did it with B/X Essentials but I certainly see it now.

As fond as I am of Labyrinth Lord, with this printing I think Old-School Essentials has superseded it and now stands as the superior “reference retroclone” for Basic D&D. I think its succinct, modern presentation makes it an easier sell to younger players familiar with 5e or Pathfinder, as well as a superior reference text for Grognards.

## More Great Maps by Great Mappers

I am not much of a mapper, but while trying to search for why there is an undescribed secret door on the eastern edge of the map of level 1 of the Palace of the Silver Princess in B1-9: In Search of Adventure (which I am running for my kids and their friends using my retroclone, First Five Fantasy Roleplaying), I came across some great fan-made maps of the dungeon by “Bogie-DJ” on DeviantArt:

The best part about these maps is not only are they gorgeous, but if you download the hi-res version via the link in the bottom right hand corner, they’re already perfect size for use in Roll20!