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.
About this blog: It provides commentary on D&D focusing on the following systems: BECMI, BX, AD&D, First Edition, Second Edition, and the D&D Rules Cyclopedia. Adventure settings (Forgotten Realms, Dragonlance, Greyhawk, Mystara, Known World, Dark Sun, etc) character classes, dungeon modules, and many other aspects will be looked at. I hope this commentary provides insight for collectors, players, and dungeon masters who enjoy these earlier editions of Dungeons and Dragons.
Tuesday, September 24, 2013
Castle Guide lacks discussion of the impact of magic on castles
Labels:
2e,
Castles,
DMGR2,
medieval fantasy,
Review,
The Castle Guide
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