Thursday, May 26, 2016

Adventurer Conqueror King System?

I'm about to have a bit of a break from Graduate School and would love to run a few sessions of something Fantasy-based before I have to jump back into the grind.  I'm considering giving 5E another shot, but the OSR calls to me.  I've been looking at my stack of C&C books and thought about going with that system but it might be fun to try something new, I really love Astonishing Swordsmen and Sorcerers of Hyperborea, but some of my potential players really enjoy playing non-human races. Blood and Treasure is also another great choice a new edition of it is due out "soon". I've been playing in a friend's Friday night Labyrinth Lord (W/ AEC) game so I'd like to run something different for the group. One OSR product that I have never played and don't know much about is the Adventurer Conqueror King System.  I'm curious to hear what folks think about it?  Any ideas, thoughts or input would be appreciated.  My biggest question is from what I have read it seems like you would need the campaign setting to make full use of all of the classes (especially the ones in the companion) is that the case? Or can I use the classes, rules and such from it in my own setting?
Thanks!

19 comments:

  1. I've only read and never played it, but I think you can use your own setting without issue. It's fairly vanilla "regular D&D" setting, which means you can do anything you want to it as long as you're happy with the outcome! It's a game designed for play from low to super-high domain-level play so might not give you everything it has if you only have time for a few sessions.

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    1. Handy thanks for dropping by and helping to answer my questions! I appreciate your input!

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  2. I'm on my third campaign using it. All are set in my own homebrew setting, so no there isn't any reason you can't use the campaign classes for your own world. Plus with the player's companion you can make your own world specific classes!

    And the starter module is great... Though I may be a bit biased... 😉

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    1. Hey Matthew! Thanks for the info. You are part of the reason I am considering revisiting ACKS. I acutally had the ACKS Codex from LULU but not the whole ACKS System, so now you have me thinking I need to pick it up!

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    2. In case you want to check out the book beforehand here is a link to the SRD: https://github.com/capheind/ACKS_SRD

      I find the price they charge for the PDFs really good though and would suggest also getting the Players Companion.

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  3. I'm on my third campaign using it. All are set in my own homebrew setting, so no there isn't any reason you can't use the campaign classes for your own world. Plus with the player's companion you can make your own world specific classes!

    And the starter module is great... Though I may be a bit biased... 😉

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  4. ACKS is my favorite system but as a disclaimer I should mention that I am pretty involved with ACKS Kickstarters and Patreon.

    I run a campaign featuring multiple groups acting in the same region for a few year now and I dont plan to stop any time soon. As already mentioned the campaign classes are not limited to the official setting but are influenced by it. You can pick and choose however you like, for my campaign for example the Trickster, Anti Paladin, Ruinguard and Gladiator were off limits for players and only exists as NPCs.

    "The Sinister Stone of Sakkara" is the starter module that Matthew mentioned and its pretty great and certainly worth a recommendation! :)

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    1. Hey Florian! Awesome feedback! I'm excited by all of the great responses I've received in such a short time. Anti-Paladins, Ruinguards, and Gladiators oh my they sound cool! Thanks again!

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  5. Another vote here for ACKS. I'm using it for my Hyperborea campaign and I really enjoy it in play.

    I'd recommend picking up the Player's Companion if you get into it - the class templates alone make it worthwhile for kicking off a game.

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    1. K-Slacker, thanks for dropping in and helping to answer my questions. Sounds like the Player's Companion is a must have if I am serious about jumping into ACKS! Thanks!

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    2. The Player's Companion pdf is definitely worth it; I got enough use from it that I got the hardcover.

      It's the templates that got me hooked. It's only about ten pages of the book, but it really demonstrated the ACKS proficiency system and gives a ton of ready-to-play characters.

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  6. ACKS is my favorite OSR system (with Beyond the Wall a close secod). It's the the one I can run without needing any house rules. I think most of the classes work pretty well in your standard fantasy D&D world without too much fluff-bending required.

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    1. Thanks Joshua,I think we share similar gaming interests so saying it is your favorite is a great endorsement. Your comment regarding no need for houserules is very helpful, I like C&C but find I have to houserule the heck out of it in order for it to meet my needs. Awesome feedback!

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  8. I ran ACKS for most of two years, and at the end of the day I'm very happy with most of it (clean-up and modernization of B/X, combat system, proficiencies, classbuilding rules in the PC, &c), but rather disillusioned with its domain-level play for a large and ever-growing list of reasons. It's a good game, but misses its mark on one of its main selling points for me.

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    1. What bothers you about the domain level play? The necessary bookkeeping?

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    2. Man, I've been meaning to write this post for like six months now. I'll link to it here when it's done (hopefully it'll happen this weekend, illness and visiting girlfriend permitting).

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    3. Domains and Discontent: http://wanderinggamist.blogspot.com/2016/05/domains-and-discontent.html

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  9. Lot's of great information! Thanks everyone!

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