Download here: http://gg.gg/w9s11
*Jul 20, 2020 Chapter 3: Core Game Mechanics is the nuts and bolts of the Chivalry & Sorcery 5th Edition system. Chapter 4: Character Generation breaks down the 19 steps of the character creation process, from different creation methods to birth omens, race and gender, personal attributes and derived stats, and more.
*1 The C&S Red Book tm An Updated Edition of Chivalry & Sorcery 1st Edition By Edward E. Simbialist and Wilf K. Backhaus Contributors to Original Edition: Jan Vrapcenak Ron Gilles Wayne Wittal Edited by Wilf K. Backhaus and Hugh Tyreman 2000 Gamestuff Inc Camrose, Alberta Canada 2 Legal Notices: All additional material and changes comprising The C&S Red Book ©2000 Gamestuff Inc, All Rights.
*I literally had no ideas that I owned Chivalry & Sorcery 3rd Edition. Some of the games I rediscover I go ’oh yeah, I remember this. I read the first dozen pages then put it down’ or some such. I have no such memories of C&S. Heck, even the binding looks like the book was never opened.
*First edition Chivalry & Sorcery includes a lot of innovative ideas, quite a lot of colour (especially in the twin aspects of chivalry and sorcery) and comes across with a good level of content per page (even given the pages in question).
*Chivalry And Sorcery 1st Edition Pdf
*Chivalry And Sorcery 5th
Update, January 2020: A brand-new edition of Chivalry & Sorcery – the 5th Edition – is now available in PDF, and I’ve had a hand in designing it. Britannia Games Ltd, publishers of the mother (and father) of all sim games, Chivalry & Sorcery, have started making PDF products available through drivethrurpg.com.
A medieval fantasy roleplaying game that went through four editions (not counting Chivalry & Sorcery Light). Its ambition was set forth as early as the blurb for the first edition from 1977:
’Chivalry & Sorcery represents the most complete and detailed fantasy role playing game on the market..The world of Chivalry and Sorcery includes laws, customs, social classes, and all that would be found in the feudal setting of a complete fantasy environment.’

Chivalry & Sorcery Core 1st Edition.pdf [1.41 Mb]
Chivalry & Sorcery Core 2nd Edition.pdf [49.70 Mb]
Chivalry & Sorcery Core 3rd Edition.pdf [168.02 Mb]
-thanks: GryphonCompanion.
[ Add all 3 links to your ed2k client ]
A missed opportunity in the Golden Age of RPGs

The fault is @BigJackBrass’s
For a few years now, thanks to dedicated writers and easier routes to publishing, there have been nostalgic attempts to recapture the *feel* of older role-playing games, mostly “Dungeons and Dragons” using either the OGL d20 system or a house system. I have argued that, to me, Dungeons and Dragons 5th edition is itself a retroclone,an attempt to recapture it’s earlier, simpler self, after the excesses of 3rd and 4th editions.
This is not a new thing though. Another game from the start of the hobby had a larger edition attempt to recapture something of an earlier edition. That was 2000’s “Chivalry and Sorcery: The Rebirth” aka 4th edition. That attempted to marry the new system introduced in 3rd edition with the feel of 2nd edition. Second edition C&S had potential to be something else, something great enough to wrest focus away from the behemoth that was 1st edition, and I think it should be celebrated more.
Firstly, a bit of history. When D&D first come out, in its 3 books in a box, people saw it was not perfect and started to tinker with it.The magic system and the combat system were frequently “house-ruled”. People also had an appetite for a premade world, which seems to have surprised Gary Gygax, who seems to have enjoyed making his own and seen that as part of the game.
Into this enter two Canadians, Ed Simbalist & Wilf Backhaus. They had produced their own manuscript (Chevalier) for an “advanced D&D”. This would reform the game to have a definite place, a feudal society patterned after that of England and France, it would have a more realistic combat system, mages would be students of esoteric lore, rather than support weapon teams and clerics would be part of a functioning religious structure.
C&S 1st edition, the Tolkien influence was strong then
They took this to Gencon in 1977 to try to sell to TSR. They saw Gary Gygax berate a TSR staffer and, in their words, looked at each other and said “not to that guy!”. They ended up selling it to Scott Bizar of Fantasy Games Unlimited, changed the rules away from D&D, renamed it “Chivalry and Sorcery” and a classic was born. This had everything. Character generation included hobbits and more Tolkien-like elves and dwarves, but you could also play as a monster, orc, vampire or the like.
Chivalry and Sorcery included everything. Sets of pre-generated NPG and Monsters over a range of levels. Goblins need not be stuck at level one, dumb targets any more. A range of mage types, some of whom made better NPCs than PCs, Secret Magical Societies. An essay on Feudal economics, essays on Gamesmastering, an entire figure wargame, it was all here, photo-reduced so that 4 typed pages became one eye wrenching page of tiny text. It was more complex than D&D, combat and magic had so many more options, but it also had more depth. It wasn’t as gonzo as D&D, which may be a matter of taste, and it was such an eye-opener on what RPGS could be, that I didn’t play D&D for over 30 years, missing out on AD&D2, D&D3, D&D3.5 and D&D4.
Chivalry and Sorcery 1st edition Sourcebook – Drop the rock
Chivalry and Sorcery served me well, the base settings was expanded with other cultures, including intelligent dinosaurs and crocodile descended people in their on “Lost World”, other facets of medieval life, essays on world creation and games-mastering and the siege game for all society, “Drop the Rock”. 2020 version very soon....
Cover of book one of Chivalry and Sorcery 2nd edition
Then, in 1983, 1 walked into the games shop to find a box on the shelves, a new, 2nd, edition of C&S. Rather than a densely packed single volume of everything, we now had three separate volumes,
*Character generation and skills
*Chivalry, equipment, the Clergy and Combat
*Mages, magic, NPCs, beasts and monsters
And all in text that you could actually read with the unaided human eye. The system had changed slightly, particularly combat which allowed for a D20 alternative to percentile dice , but the first major shock was in character generation.C&S 2 characters did not have the completely random draw from life that C&S 1st characters had. You could design your characters using a point cost system, though you did have a random number of points to buy things with.
Andanda master unit. And characters had always started off at a random age, but irrespective of age they were level one, assumed to be the same in skill and experience.
No longer. Now we had a system of previous experience based on age (pro-rating) It was complex, as you calculated the experience points you would have gained prior to play, but here was the thing, you used those points to buy skills. Previous experience was not a new idea, Rune Quest,Traveller and DragonQuest all had them, but in a class and level system? The whole point was you had levels. That was your experience. Your previous experience of live was encapsulated by being level one and not level zero.
As for buying skills? Skills previously had been class limited, thieves thieved, knight could use the good weapons and armour and foresters knew when the deer were to hunt. Now characters could buy skills outside their “class”, you could create your fighter with a few spells or thief skills, or a mage who knew one end of a sword from another. They were unlikely to be as good as a specialist, and have their fall range of class skills, but you could have them. My necromancer of Royal birth had the skills at arms expected of a knight, the flip side was that his magical researches went not as advanced as they should have been. C&S stepping away from class and level would continue in 3rd and Rebirth/4th editions, which are more skill based, but Class (Vocations) still matter for the ease with which some skills are learned over others.
This is why I subtitled this as a missed opportunity. You had a strong lineage of a game, well known, if usually as a game people used as a research tool rather than played, revamped as a more responsive character system. Where it did not take off is probably in part due to the reputation for complexity that was still deserved by this second edition.
Comparison of text size of C&S 1st and 2nd editions. The 2nd edition size isn’t that much bigger, but it is bigger enough to make a difference!
Both combat and magic are still involved. This was a deliberate design decision (the player was expected, for example, to be an expert in how spells their character had worked in the system, as almost a live role-playing equivalent of the complexity the character had to go through to shape natural forces. So much so that looking up the rule-book for spell details was forbidden to players of mage characters! This is a definite illustration of the 70s and 80s idea that modelling realism required options and control, but with the downside that events that would have been fast in “real life” took a really long time to work through. C&S was not alone in this, many games of the time had that flaw.
Although I loved this at the time, and we could get through things quickly enough once we had done them a few times, in retrospect I prefer a more streamlined, abstracted approach, even if I am incapable of designing one myself

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