I love my Castles & Crusades game. There is no better game for doing everything that 5E does, but fitting it all on a 4x6" index card and tossing the rest out. I saw a few posts on ACKS videos commenting that C&C is still a great game, and guess what, it is! Don't drop C&C because you have ACKS, since I would play C&C in the classic settings of Greyhawk and the Forgotten Realms, and be just as happy as I would in 5E. It feels close enough to the original game that it works, and it works very well.
And I love Troll Lord Games' business model, which is printed in the USA. They are building a new print shop factory and keeping jobs in this country. They are a fantastic group, ethical, and worth spending your gaming dollars with. They love the game and keep it for everybody.
Castles & Crusades kills any need for me to have any interest in 5E. It does the "D&D thing" well enough, and I do not notice the difference. If you want to play a game more like classic D&D, then C&C should be your jam. C&C is the D&D killer, and it was the last game Gygax was involved with. It is the true heir to the kingdom, where Wizards squandered its legacy and allowed the game to be tarnished by a mix of corporate interests and silly Internet psychology fads and memes, most of which have come and gone, but are now immortalized in the game.
C&C has maintained the course since its founding over 20 years ago, and the rules have remained unchanged across five D&D editions and various point versions. It costs a lot of money to rebuy your books every five years.
C&C, even without the OGL, is traditional. It feels like old-school AD&D and plays a lot easier. The characters are more expressive and fun. The SIEGE Engine drives the fun. Leveling means something. You grow in power to fantastic levels. You get that "high-level character" feeling here, and the optional rules are amazing. If you love C&C, there is no reason to switch.
If you like "what makes D&D, D&D," then stick with C&C. It does not change the formula too much, but improves it in every way, while keeping the things we love the way they are.
ACKS II is a different game. The focus at the higher levels is not "the most powerful monsters and biggest treasures," it is on domain-level play. You still get that high-level character feeling here, but you are more than just a hero. You are a possible conqueror and a future king. Your character can be a unit in a mass battle; you are that powerful.
Also, ACKS II is closer to its setting, a mythical "fall of the Roman Empire" setting of antiquity, where the lands are filled with chaos and strife. It is not your typical Dungeons & Dragons setting. It's sandbox play, starting in the dungeons and extending across domains. You can be a mad wizard and build a dungeon, luring in monsters and adventurers, and farming the dungeon for monster parts. Or farming adventurers. What the heck is this game? This is cool!
Found a thief's Guild? Build a kingdom? Run a pirate fleet? Be a merchant prince? Run a merchant fleet? Be a senator? Run a temple of good? Run a temple of evil? Do magic research? Build constructs? Breed monsters? Be mercenaries? Run a mercenary army? Fight in gladiatorial combat as a senator's champion? Work your way up the ranks and become a general? Be a spy or assassin? And the list of things to do in ACKS II goes on, and on...
Think of all these things as the "minigames" you get to do later on in Grand Theft Auto. Things open up, and hey, wow, I am sure having fun going out to get treasure so I can build my castle or hideout a little bigger. You may not want all these distractions, and you want your games to be more adventure-focused. While ACKS II can do that too, I see why you may want to stick with C&C.
Or play both, and have the best of both worlds.
ACKS II is like a traditional role-playing game that starts out exactly like you are used to, but slowly morphs into the macro-game of your dreams, be it a 4X build and conquer game, a merchant trading sim, a game of political intrigue, or a game about being a general and putting down rebellions. In this game, you can run a dungeon, explore the world on sailing ships, or live any other fantasy you have about the classic world. It goes beyond the dungeon and does all the things you imagined classic D&D could do, but the game never delivered rules for.
Where C&C focuses on the classic heroic adventures and dungeon crawling aspects of the game, ACKS II is like Breaking Bad meets Game of Thrones, with a little bit of GTA 5 in there in a Bronze Age setting. No other game lets you do this much "stuff" outside of the standard "find a dungeon and adventure" gameplay model of most OSR games, and that includes C&C.
Some may not want all this extra stuff! That is fine, C&C covers the basics and does a fantastic job.
I love both games for different reasons. It is also possible they co-exist, and you can use the ACKS II tables for C&C games. This is the OSR! Stuff works together here, and everyone plays well together.
The reasons I would play ACKS II instead of C&C?
- The ACKS II Setting
- Domain Play
- The End Game Activities
- Bronze Age Myth and Legend
- Playing a Game Different than the Usual
If you were tired of dungeon crawls in 5E, you will still be weary of them in C&C. The system is far better, though, and you may rediscover the fun in C&C. If you want something more, then ACKS II deserves a look.