- 150-pages
- By Newt Newport, with Akrasia
- published 2011 by D101 Games
- $40.44 in hardcover, $23.59 in softcover, $12 PDF.
Crypts & Things
bills itself as a Swords & Wizardry
variant. It would be truer to call it a S&W alternative, since you don't
need the S&W rules to play Crypts &
Things. It's a complete game by itself; the Crypts & Things rulebook contains all the S&W rules needed
to play.
Where S&W is a straight-up adaptation of OD&D that
stays true to the original game's non-setting, C&T packages those
rules with a very particular approach to campaigning. What you get in C&T
is an S&W-esque game in the world of Zarth, a setting heavily flavored with great dollops of the Hyborian Age, Melnibone, Nehwon, Zothique, and Xiccarph.
Right there I've listed the works of four of my five favorite authors,
so it should come as no surprise that I like C&T.
D101 does many things right straight out of the gate.
The first thing is including on page 4 a sidebar titled "How is Crypts & Things Different from Swords & Wizardry Core?"
Players who already know S&W don't need to pore through the whole C&T
book looking for departures from the standard rules. Since that's the sort of thing you'd
like to know in a review, here's the list:
- Optional fighting styles are available to the fighter.
- The barbarian class is added, based on the version published in White Dwarf magazine in 1977.
- The thief has more martial ability than in straight S&W.
- The magic-user and cleric are gone, replaced by the magician, who can cast both magic-user and cleric spells but faces moral choices and mechanical risks when choosing between white, gray, and black magic. Magicians can't turn undead.
- Ability bonuses range up to +3 instead of +1.
- All PCs are human; there are no elves, dwarves, or halflings (or vadhagh), at least not as PCs.
- Simple skill rules and sanity rules are added. Both work off of saving throws. A character's starting sanity points equal his Wisdom score. Lost sanity can be recovered, but if it ever drops to 0, further losses reduce Wisdom permanently.
- The game is more generous than S&W with starting hit points, and with a bit of luck, a character can keep fighting when all his hps are gone. Further damage comes off Constitution, and the character must make a saving throw to remain conscious every time he takes Con damage this way.
Note that none of these changes make magicians easier to play than standard magic-users; in fact, they all work against magicians. The most powerful spells injure the caster one way or another. Two things are offered to mitigate that blow. First, magicians are allowed to wear leather armor. That's a nice, if small, concession. Second, magicians with Intelligence 15 or higher "earn" an extra 1st-level spell. The word "earn" is unfortunate in this context. It's not clear whether it means smart characters start with an extra 1st-level spell in their spellbooks, or they can cast one extra 1st-level spell per day. Option 1 is OK but doesn't help much in the real adventuring world, since 1st- and 2nd-level characters tend to stick to just one or two spell choices anyway. The latter is a major boost that would go a long way toward compensating magicians for the other handicaps.
Such worldbuilding-by-rules enforces a different style of D&D onto a Crypts & Things campaign. I support that approach. Even "generic" D&D forces assumptions onto the setting. C&T's assumptions seem fairly carefully chosen to steer play into a hard-edged, weird swords & sorcery style. If you dig that sort of thing, then this is a solid approach.
Combat is exactly what you expect. There are no surprises in this chapter for players of Swords & Wizardry or OD&D, except for the hit points + Constitution rules mentioned earlier. Other than being divided into white, gray, and black magic and stopping at level 6, the spell list is similar to that in the S&W Core. A few new, Zarth-only spells have been added, such as call the kindly ones and cauldron of blood, but most will be familiar. Raise dead and reincarnation, however, are conspicuously absent. If your character dies at any level of play and no powerful, otherworldly entity owes you a favor, it's time to grab 3d6 and a fresh character sheet.
The monsters are plentiful, and while many of them are things we've seen in every other retroclone, enough of them are unique and tailored to C&T's weird, pulpy setting to hold your interest.
The Continent of Terror is the only part of Zarth that’s mapped and described. The descriptions are brief—just enough to stir a few adventure ideas. That’s by design, as the author states that he wants to provide only an outline and let the DM craft his own version of the world. The Continent of Terror has more in common with Leiber's Newhon than Howard's Hyborian Age in that there are no countries to speak of, just regions, cities, and mysterious locales.
The Continent of Terror is the only part of Zarth that’s mapped and described. The descriptions are brief—just enough to stir a few adventure ideas. That’s by design, as the author states that he wants to provide only an outline and let the DM craft his own version of the world. The Continent of Terror has more in common with Leiber's Newhon than Howard's Hyborian Age in that there are no countries to speak of, just regions, cities, and mysterious locales.
A central idea behind Zarth is that it’s just one of many
worlds. All the other worlds are inhabited or overrun by demons or
Others, a catch-all term for any monstrous entity. Zarth is isolated and somewhat protected by the
Shroud, “a dark and unfathomable magical netherworld that separates our Reality
from the Other Worlds.” Unfortunately, foolish ancient sorcerers opened a
gateway to these other worlds and left it open. The so-called Locust Star
“blazes in unholy glory in the sky above Mount Terror.” Demons come through the
Locust Star to plague Zarth—and thus, adventures are born.
Magicians are forced to risk contact with the Shroud when they cast certain types of spells. It probably goes without saying, but dipping your toe into the Shroud is generally
dangerous to both body and soul; you attract the attention of Others while you're there. This is a nice touch.
Far and away C&T’s biggest failing--the only one I'm even going to mention--is that the book is lousy with typos.* It pushes the boundary of what’s tolerable even for an amateur publication. I was so exasperated by the errors on my first reading of the PDF that I almost chucked the whole thing as a shambles. Given my long background in editing, maybe I'm more sensitive to editorial flaws than most. If you’re like me, you’ll gnaw on your fingers while reading C&T. But different people place different value on quality editing. Maybe it won't bother you at all. Fortunately, I didn't spot many errors that caused any real confusion; the tables and the substance of the rules were always clear despite the typos.
Far and away C&T’s biggest failing--the only one I'm even going to mention--is that the book is lousy with typos.* It pushes the boundary of what’s tolerable even for an amateur publication. I was so exasperated by the errors on my first reading of the PDF that I almost chucked the whole thing as a shambles. Given my long background in editing, maybe I'm more sensitive to editorial flaws than most. If you’re like me, you’ll gnaw on your fingers while reading C&T. But different people place different value on quality editing. Maybe it won't bother you at all. Fortunately, I didn't spot many errors that caused any real confusion; the tables and the substance of the rules were always clear despite the typos.
If you can swallow the rampant typos, Crypts & Things offers a unique
twist on OD&D/S&W play. The setting-specific classes and magic rules make Crypts & Things a different experience from the Swords
& Wizardry core, and it's one that I'd jump at the chance to play.
* It's been brought to my attention, since posting this review, that Crypts & Things is a British production, and many of what I consider misspellings are actually correct British spellings. On looking through the book, I see that explains many--but far from all--of the spelling issues. In light of that, I'm stepping back from "lousy with typos" to merely "laced with typos."
* It's been brought to my attention, since posting this review, that Crypts & Things is a British production, and many of what I consider misspellings are actually correct British spellings. On looking through the book, I see that explains many--but far from all--of the spelling issues. In light of that, I'm stepping back from "lousy with typos" to merely "laced with typos."
Very interesting, Steve. Thanks for the review. Are you familiar with Astonishing Swordsmen & Sorcerers of Hyperborea already, and if so, how does it compare to C&T?: http://www.swordsmen-and-sorcerers.com/
ReplyDeleteAllan.
I do have a copy of AS&SH, since it was one of the Three Castles Award nominees this year. I'd like to post a review of it sometime before summer is over. The ultra-condensed version is that while AS&SH is an admirable piece of work, a lot of other OSR titles rank above it on my "I'd play that" list. Laying out the reasons for that will have to wait until I can address them in the detail they deserve.
DeleteYeah, C&T is nice D&D/S&W variant, nice and heavy on the Sword & Sorcery and "the Weird" themes. I really like the vibe it has has. But as you alluded to, it REALLY could stand a good edit, even when taking British spelling into account.
ReplyDeleteAlso, while I think C&T was probably an okay value at $12 for the PDF, I'd balk at the cost for the in-print version. AS&SH is a much better value for a similar styled game. ($10 for the PDF, and it's on sale for $7.50 right now, I believe.)
Delete