Tuesday, September 24, 2013

Castle Guide lacks discussion of the impact of magic on castles

Review:  The Castle Guide (DMGR2) Published in 1990.  Written by Grant Boucher, Troy Christiansen, Arthur Collins, Nigel Findley, Timothy Brown, and William Connors.

D&D is generally set in a fantasy medieval world full of castles.  Generally the rules describe higher level characters eventually owning castles.  DMGR2 is the 2nd edition look at castles and player ownership of them.



Meshing a historical concept with a fantasy world has not proven to be an easy task.  Given the availability of magic, there are several real world logistical problems and weaknesses of a castle that can be solved with low level spells (magical aid to construction and creation of food and water to protect against starvation in a siege, to give just two examples).  Intelligent use of spellcasters in construction would greatly reduce costs and vulnerabilities of the castle.  DMGR2 gives a cursory treatment to magic but generally does not adequately cover the subject of the application of magic to castles. 

DMGR2 provides a historical overview of castles that is a bit lacking.  It compresses too many details.  As a work of history, it is not very good.  The material could have been better presented.  As a starter to get the DM thinking about the legalities of owning a castle, the material is probably adequate for most campaigns.

Missing from the book is a whole chapter on the application of magic and fantasy to castles.  There are hints and acknowledgements here and there in DMGR2 but more comprehensive coverage is needed.

Conclusion:  A good starting point for campaigns that are serious about castle building and siege warfare but the lack of discussion of the impact of magic/fantasy on a castle is a major drawback.  2 out of 5 stars.

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