Monday, October 28, 2024

ACKS II PDFs are Here!

It was nice knowing you, OSE, Shadowdark, 5E, Pathfinder, and many others...

All kidding aside, I got my ACKS II PDFs today. What a fantastic set of books. To cap off the size of this thing:

  • Revised Rulebook: 550 pages
  • Judge's Journal: 486 pages
  • Monstrous Manual: 438 pages
  • Judge's Screen Inserts: 24 pages
  • Compatibility Guide: 12 pages
  • Character Sheet: 5 pages

There are 1,515 pages in total. If you missed out on the Kickstarter (which pulled in a respectable 300K+), you will want this game if you are into old-school gaming. The layout, art, design, and organization are all incredible.

The art looks like it was ripped out of a 1990s comic book or Conan graphic novel; there is page after page of outstanding works, and the book is not ashamed to show the beauty in the physical form, both male and female. If the 2024 D&D art turns your stomach, forget that edition ever happened and pick up this game. There is no Wall Street corporate shame or social media pandering here.

And frankly, that is a freaking breath of fresh air. Thank you. I will always support you if this is your vision of your world and game. I am an adult; I can watch an R-rated Conan movie, and if your game shows no fear, I shall be there. I spent too long in this world to have someone else tell me what I can see and say or to be forced to buy fantasy games with garbage art.

We don't have forever in this world. Why are you letting people tell you what to enjoy? Every day you let someone else define your life is one more day lost in your existence.

Oh, they are coming out with a treasure book, too? Backed. It is in the sidebar. There is a deal to get the full game plus the new book. If you want in, now is the time.

There is no more OGL in this book; it has been stabbed through the heart and tossed into the bottomless ocean where it belongs. The game is better for it, too. The OGL and the SRD have been a fake yardstick that all games have been held up against for years, and it only served to say, "Your game is inferior to D&D." Without the OGL shackles, game creators are free to express their world and their games how they want to. Creators are now free to shape their own games and worlds.

There is a new standard-bearer in the OSR, unafraid and broken free.

Thursday, June 27, 2024

ACKS II vs. C&C Remaster

I don't like horse-racing Kickstarters, but halfway through the Castes & Crusades Remaster Kickstarter (which I am on), they are about a third of the ACKS II ending amount. I love C&C, and it is the best AD&D-like game and 3.5 clone out there. I also hope they have a strong finish! I am rooting for Troll Lord since all of their books are A+ in quality.

If you aren't participating in the C&C Kickstarter, consider supporting it. Every publisher outside of the monopolies needs our support.

Yet, I can't help but ponder the potential of a non-OGL Castes & Crusades compared to ACKS II. The lack of excitement for the C & C remaster may stem from people already having what they need with the current books. The OGL and SRD elements are readily available, allowing players to seamlessly replace any version of D&D with this game. In its current form, it's a game that just works.

The original Castes & Crusades will always hold a special place as a masterpiece. However, I'm filled with anticipation for the remaster. Games often evolve and improve once the SRD and OGL are removed, allowing designers to fully express their vision without these constraints. I believe the remaster can potentially take Castes & Crusades to new heights.

I hope it gets there.

But this feels different than the ACKS II Kickstarter. We knew we were getting something new. We were throwing off the chains of oppression. ACKS II broke all sorts of records. There was excitement about throwing out the SRD and OGL. We were getting something new.

Part of what held back the original ACKS was that it was too similar to any B/X game on the shelf and could be easily replaced by Old School Essentials or Labyrinth Lord. Why do we need another B/X version? The other games have more players and a better foothold in the market for adventures and add-on books. Why play ACKS?

ACKS II provides a compelling answer to the question of its necessity. It discards the mundane, immersion-breaking elements and focuses on the heart of the game - the official ACKS II world. This laser-like focus on the game's theme and setting results in a concentrated experience rich with monsters, treasures, and spells that bring the world to life.

You can't walk through a dungeon with ESP potions, wands of secret door and trap detection, and "safe" your way through an adventure with the same old tripe tactics. You must use your mind, not SRD garbage, to safely work through a dungeon.

We are losing a generic B/X game and getting a game built to play in a compelling and fascinating world.

Where C&C's remaster feels like we are losing or replacing things, ACKS II feels like we are getting something entirely new.

Tuesday, June 25, 2024

ACKS II, Preview PDFs

 I really like the ACKS II rules, and I have been following the Kickstarter and have the art-free PDFs to read. They removed all OGL content from the game, and the game is better for it. D&D has enshrined certain immersion-breaking tropes into the genre, and I noticed all ESP is gone from the game. Displacer cloaks, invisibility 10' radius, and detect secret doors are gone. Wizard eye and spell storing (spell and item) are gone. Wands of detecting secret doors and traps are gone.

A few ability scores have been renamed; intelligence is now intellect. Wisdom is now willpower. Clerics are now crusaders. The race-as-class entries are thematic and tighter-tied to the world.

One of the most exciting aspects of the changes is the removal of problematic, game-breaking spells and magic items. This shift requires players to engage in more strategic dungeon-crawling, relying less on spells and magic items and more on their own wit and skill.

If you make the SRD a golden idol over fun gameplay, you will inherit all of its flaws and weaken your game. If you approach fantasy gaming with a "completist" attitude, where you must have everything, you will bring broken things into your game and hurt the player experience.

Another improvement here is tightening the official world to the rules and eliminating the assumption of a generic world. I have enough generic B/X systems, and seeing something different is refreshing.

Of all my B/X games, this one looks like my "last one standing" after I put many in storage.

Thursday, November 23, 2023

ACKS 2 = $333,010 Raised!

Congratulations to the ACKS 2 team for raising $333,010 by the final day of the Kickstarter!

We are seeing B/X-style games break free of the OGL and CC and discover their worlds, magic, and monsters - which is a great thing. Too many OGL games are content to rewrite B/X, BECMI, 1e, 2e, and so on. They are forever mired in the same old monsters, magic, classes, and feelings - and they will always be compared to D&D.

None of them will ever live up.

OGL and CC games support D&D's position as the market leader.

Without the OGL or CC, there is nothing to compare games to, and they can be free and do their own thing. If they are numerically compatible, all the better, and you can pull in what you want - but you do not have to or need to.

A year ago, things would always stay the same until January 2023 came along, and Wall Street and their goons came knocking. All of a sudden, the true face was revealed. Nobody could rely on goodwill anymore.

Game after game, they started dumping the OGL.

Some went to the CC, which is cool, but those concepts are uncopyrightable rules anyway; only the CC requires you to kiss the ring.

Those who never kiss the ring are free to determine their own destiny.

This is where we are with ACKS 2, realm building, classic adventure, and domain management all in one classy package.

Congratulations again, and I am more than pleased I am a backer.

Wednesday, November 22, 2023

ACKS 2 Kickstarter: Final 24 Hours!

https://www.kickstarter.com/projects/autarch/adventurer-conqueror-king-system-imperial-imprint-acks-ii

The ACKS 2 Kickstarter is in its final 24 hours! Wow, they did a fantastic job with over $319,000 raised, making this a bigger Kickstarter than the OSE: Advanced Fantasy. Congratulations to their team, and I am looking forward to this one!

My takeaways? There is a demand for domain-level play. There is also a strong demand for non-OGL and non-CC fantasy gaming outside of the influence of Wizards and their tangled web of licenses and 'we will pull this and that' shenanigans. There is also a desire to move away from 5E for many, or at least those who 'bought 5E once' and will stick with that while looking for something new.

To a lesser degree, there is a demand for non-planar gaming focused on one world and conflict, where the plot can't multiverse-sidestep into abstract and silly places - multiverse fatigue is here, and I don't see that improving. There is also a demand for games focused on the Middle Ages (world-building) rather than the oversaturated pseudo-Renaissance (nation-building, all but modern).

There are also fans of the old TSR Birthright setting wanting that 'Game of Thrones' style drama without all the superhero immortality and plane-hopping of 5E. I doubt 5E could do Birthright justice since the setting relies on aging, mortality, limited powers, and a closed sandbox.

ACKS 2 sits at the intersection of those demand lines. This is a strong niche to be in since this is the same place that the Crusader Kings videogame series resides in, so there is a strong cross-market interest. The spells and rules of ACKS are tailored to the domain management game, so it has a leg up on even a third-party 5E implementation of domain management. How is domain management critical in 5E if you are living gods with plane-traveling powers at level 20? What does it even matter?

So this is your last chance to jump in and participate in something fun. I have always liked ACKS as my 'serious B/X' that fulfills the BECMI domain management promise, and I look forward to the books coming next year!

And the PDFs coming very soon...

Thursday, October 26, 2023

ACKS 2 Kickstarter: Day 3

With over $250,000 raised, 1400 backers supporting the project, and 27 days left, this is a fantastic start to the ACKS 2 Kickstarter. This is already on the high-end of the OSR Kickstarters and positioning ACKS 2 as a significant player in the OSR space.

And this is a non-OGL and non-CC game, finally free of any chains to nebulous licenses and companies seriously lacking in ethics. There is a market in the OSR outside the OGL, CC, and even 5E. Years ago, that would be unthinkable, and non-OGL games in the OSR would be dismissed.

We are entering a new era of OSR games that are more the creator's vision of a world, magic, and monsters than the B/X view of those things. This is huge. We will see games maintain backward compatibility yet push forward with new ideas and worlds.

This is the fruit of the OGL scandal coming to bear; no longer will the SRD define fantasy gaming. For the longest time, the SRD served as the 'fantasy yardstick' by which many games were measured. If Wizards had left it alone, the SRD could have been the measuring stick permanently and kept D&D on the mountain's peak. Now, designers are thinking outside the SRD box, and gamers are looking for new ideas and worlds.

The ACKS 2 Kickstarter highlights the new market we are in, and the success of this Kickstarter will wake people up.

The game has changed.

Wednesday, October 25, 2023

ACKS 2: Version One Buyer's Guide

There was some great information about what ACKS 1 books posted by Autarch in the Kickstarter comments about compatibility with ACKS 2, and it is worth sharing here:

Player's Companion is fully incorporated into ACKS II with the exception of the Elf and Dwarf classes. The Dwarf classes are already in By This Axe, and the Elf classes will come in the elf book.

Domains at War Campaigns is fully incorporated into ACKS II, but Domains at War Battles is not.

Lairs & Encounters monster mechanics are incorporated into ACKS II, but the comprehensive lair listings and maps are not.

Heroic Fantasy Handbook is partially incorporated, with Fate Points, Heroic Codes, Heroic Funerals, and various combat rules. However, ceremonial magic, eldritch spells, and spellsinging are not included. These will appear in the upcoming "Chuck Dixon's Conan" sourcebook.

Barbarian Conquerors is not incorporated, nor is Aryx's Almanac of Unusual Magic.

The Axioms articles on Strongholds, Mercantile Ventures, and Thieves are incorporated, as is some of the information on Beastmen (which is revised and expanded). The Axiom articles on stocking the wilderness and running abstract dungeons and wilderness are fully incorporated.

I would say if you want to have the books that would be most useful to ACKS II, you'd want Domains at War: Battles, Lairs & Encounters, Capital on the Borderlands, Sinister Stone of Sakkara, Eyrie of the Dread, Ruins of Cyfindir, Sepulcher of the Sorceress Queen. If you need to run with eldritch magic ASAP, grab Heroic Fantasy, otherwise wait for the Conan book. You can definitely skip buying ACKS Core and ACKS Player's Companion and Domains at War: Campaigns.

Source: https://www.kickstarter.com/projects/autarch/adventurer-conqueror-king-system-imperial-imprint-acks-ii/comments

This is a great buyer's guide for the new game and lets you focus on the books that would give you the best bang for the buck when getting started. The adventures, dwarf book, lair book, and tabletop wargame rules are the ones you can buy safely - and that makes sense.