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The Castle Falkenstein RPG uses a lean and elegant freeform system, replacing dice with playing cards and concentrating on background instead of skill lists. The system allows players to immerse themselves in the game world from the moment the start creating a character, and is perfectly suited to the whole atmosphere of the setting.
BUT
The system is hardly suited to large groups.
As soon as the number of players exceeds the standard four plus a keeper, the system starts creaking. When you come to seven players and a keeper, the system collapses.
There's too little cards in a single deck to both keep players supplied and sense of suspance going.
Add an experienced and level-headed card player in the mix (a bridge player, e.g.) and you have the equivalent of a gamer playing with loaded dice - he knows what cards the NPCs are likely to have, he can guess what the next draw will bring.
One possible solution
is to adopt more than one deck, maybe using
a chemin de fer-style sabot to hold the cards. Expensive, but feasible.
But again the mathematics of the thing go belly up - players with multiple cards of the same suit and value can lead to unpleasant situations.
Or you can get a copy of
the excellent GURPS Falkenstein and adopt GURPS
less romanthic but decidedly sturdier system (whose Light version you can
download freely from SJGames's website).
By the way, checking out the GURPS Castle Falkenstein rulesbook is a good
idea, independently of the system you're using.
Finally, there's a third
alternative....
In this article we go for Integral System Transplant (TM),
replacing a liberal serving of R.
Talsorian's freeform, card-based system, with the equally freeform but dice
based Window System, a free game engine by Scott Lininger; you can
download
it from the Web
<http://www.mimgames.com/window>
and give it a try. Familiarity with the standard Castle Falkenstein mechanics
will
make the transition fast and painless.
And should you really hate it,
well, it was a nice (and free) try.
A minor adjustment is necessary, as Castle Falkenstein uses a six-levels system while Window has a seven-rungs competency ladder. Ergo....
Castle Falkenstein | versus | The Window |
|
| Low |
Poor |
| Below Average |
Average |
| Average |
Good |
| Above Average |
Great |
| High |
Exceptional |
| Very High |
Extraordinary |
| Incredible |
In Castle Falkenstein new characters start with 1 Great, 4 Good and 1 Poor Skills. All other skills are considered to be Average.
In our Window adaptation, beginning characters start with 1 High, 4 Above Average and 1 Low skills. All other skills are considered to be Below Average. Additional High skills can be purchased by adding a Low skill, Very High skills require two Low skills and Incredible Skills require the adition of three Low skills to the character list.
True, this system makes tests a little harder and the game slightly more realistic.
But it works.
Really.
Now you can handle a team of twelve without too many problems (providing they bring their own dice).
| As clearly explained in the Castle Falkenstein
rulesbook, the use of cards add a whole set of dimensions to task resolution.
So why do without completely? Sure, handling cards and dice will crowd your gaming table in no time (as any good Deadlands game keeper learns quite fast), but exercising restraint you can still have the best of both worlds. |
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If you feel so inclined, you can revert to classic Castle Falkenstein six-card dueling rules - the system admittedly gives characters more control over the development of the fight.
Just draw a card after critical successes or failures of a die-based check. Use the value and suit to describe the effects of the action.
When a character reaches the lowest rung of his health ladder as
per Window rules, have him draw a card.
Spades means he's a goner.
Admitedly, the Window's game system is non-existent - you are given excellent guidelines and little else.
But unless your game party is crowded with spellcasters, you can stick to the Castle Falkenstein card based system without the need to worry abouth the math of the thing (remember, five's the limit), possibly adopting a deck of Tarot to make the whole thing a little more interesting.
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