RPGPundit Reviews: Adventurer Conqueror King System
This is a review of the old-school RPG, “Adventurer Conqueror King
System”, hereby (mercifully) abbreviated as ACKS. I’m reviewing the
print version of the game, which is a hardcover, with 270 pages. The
cover has a very impressive full-colour image that features a couple of
people about to ambush a wizard in some kind of temple; the central
focus being on a scantily-clad babe with swords that for some reason
consistently reminds me of chainmail-bikini Princess Leia. The interior
features a great deal of black and white images, most of them of very
high quality. I do have to note that in my book the binding (which
appears to have been glued onto the spine) is already starting to come
loose at the back, though this might be a unique problem for all I know,
and not a typical flaw.
Anyways, the first thing to cover about ACKS is that its an
old-school RPG; at this point, one of dozens and dozens of old-school
RPGs inspired by D&D. And one has to ask at this point, when doing a
review for another Old-school RPG, just what this one has that will
differentiate it and make it worthwhile compared to any of the
significant number of other old-school D&D options? I mean, you
have various old editions of D&D itself, then you have the pure
clones (games like S&W or Labyrinth Lord or OSRIC) that just
directly copy one or another edition of D&D, then you have a number
of games at this point that are clearly based on old-school D&D
without being a direct copy of any single version (games like the
excellent Lamentations of the Flame Princess); plus a few other odd
choices, like Rob Conley’s Majestic Wilderlands, which is not a full
game but a supplement intended to fundamentally modify the basic rules
of any given D&D game. There’s even the DCC game, which came out
while I was writing this review.
So what need is there for another? Or more specifically, what does ACKS do better than the other ones out there?
The
claim, as we’ve heard it on the message boards, is that ACKS is meant
to provide a greater deal of support for running a dominion-level game;
for handling domain-management, running a manor or a county or a
kingdom. The book’s back cover itself says that ACKS “provides the
framework for epic fantasy campaigns with a sweeping scope”, and perhaps
more arrogantly that “ACKS is the ultimate RPG for sandbox campaigns”.
Let’s see if this holds up on review.
The book opens with a pretty confusing foreword, which tries to mix
something I really hate, in-game fiction, with snippets of information
about the game itself; as in, the in-game fiction gets interrupted every
few paragraphs with a paragraph explaining how this part of the story
is connected to some concept of the game. I found this foreword pretty
pointless, myself, but I won’t hold it against the rest of the book. Nor
will I hold it against them that in the next chapter (“introduction”)
they go into the standard “what is roleplaying” spiel where they show
you what a d20 is, or explain what experience points or hit points are,
or what a dice roll is, as if they’re playing pretend that a significant
chunk of their readership hasn’t actually been playing D&D for over
20 years now.
From about page 16 onwards, the filler now done filling, we get into
the brass tacks of the actual game. The basic system is, of course, a
clone of D&D, but with a number of important changes. I’ll be
pointing these changes out as I go along, but not the similarities,
since I (unlike ACKS’ authors) am under no illusions about the fact that
pretty much everyone reading this knows what D&D is already.
The game features the four standard core classes (fighter, mage,
cleric and thief), but also has some “campaign classes” (which they say
are meant to be just examples of any number of other sub-classes you
could use or invent), which are the assassin, bard, bladedancer, and
explorer. It also has demihuman classes; the “Dwarven vaultguard”, the
“dwarven craftpriest”, the “elven spellsword” and the “elven
nightblade”. No halflings.
Some important details about the various classes: Fighters gain a
bonus to henchmen’s reactions at 5th level, and can build a castle at
9th level. Mages gain a number of bonus spells at each spell level they
can cast equal to their Intelligence modifier; 5th level mages can make
potions and scrolls, and 9th level mages can make other magic items, and
can also build a sanctum and a dungeon. 7th, 8th and 9th level spells
are apparently cast as rituals, and a mage starts being able to use
these at 11th level. Clerics start casting spells at level 2, and can
make magic items and cast rituals (6th and 7th level cleric spells) at
the same levels as a mage can; at 9th level they make a “Fortified
Church”. Thieves have standard thief skills, read languages at level 4,
can make a “hideout” at 9th, and can read scrolls at 10th. Assassins are
relatively similar to 1e assassins; bards are kind of similar to 2e
bards, except that they can only “dabble in the arcane”; they can have a
chance of using magic items usually restricted to mages but don’t
actually have any spells of their own. Bladedancers are apparently
“human women who have dedicated themselves to the service of a goddess
of war”, that seem to be a strange mix of stuff that comes out of the
implied setting that ACKS is based on. Explorers are wilderness scouts,
like non-magical rangers. Dwarven Vaultguards are basically Dwarf
Fighters, craftpriests are basically Dwarf Priests, Spellswords
basically Elf Fighter/mages, and nightblades are these acrobatic elf
thief/mages.
A couple of important notes: the game has a level limit of 14,
apparently that’s the highest level of the game, so you’re basically
doing Basic/Expert D&D here, in that sense. Demihumans have lower
level limits (as low as level 10).
Alignment is Law/Neutral/Chaos,
and (much to my liking) the definition of Law and chaos are that Law
means you want to uphold civilization while Chaos means you want to
destroy civilization.
The equipment section is mostly fairly
standard, except that in following with the whole thematic of ACKS it
has a very extensive set of rules and procedures for hiring Henchmen.
Also, markets are divided by “market class” (with 6 different levels of
market class), where items of a certain price are have limited
quantities or may not be available at all in certain types of markets.
The game has an extensive Proficiency system, which is listed as
being “optional” somewhere, but importantly not in the actual section on
proficiencies. The class descriptions provide a single set of pre-baked
proficiency choices per class, but assuming you don’t want to use that
one, there’s no random option available; you’d need to look through the
long list of proficiencies (divided into “general” and “class”
proficiencies) and pick a certain number of each type. Not the type of
skill system I care for, generally speaking. Proficiencies generally
grant bonuses to doing things, but there are all kinds of other special
proficiencies (for example, “elven bloodline” which when taken means the
character lives three times longer than the usual for his race, doesn’t
age, and is immune to paralysis). I have to say I’m not very enchanted
by the proficiencies on a purely personal level (too much garnish of
characters for the type of old-school I like, and the temptation for
players to read through the roughly 100 proficiencies while making a
character, slowing the character-creation process to a crawl while
trying to cherry-pick which bonuses or special powers would be the most
mechanically advantageous for them, does not appeal to me in the
slightest. I can only hope that the Proficiencies are as “optional” as
is claimed.
Magic is mostly as standard for D&D, though the spell list is
fairly slim (only 12 spells per level for mages, and 10 for clerics or
“bladedancers”).
There are extensive rules for wilderness travel (land and sea),
encounters, reactions, and combat, mostly following the standard D&D
format. One change I should note here is that combat uses neither
ascending nor descending AC, and neither to-hit bonuses or THAC0;
instead, for reasons I myself can’t fathom, they came up with a new
method, whereby each class has an “attack throw value”. To hit you roll
a D20 and add any bonuses from attributes or magic or other modifiers,
and compare it to your “attack throw value” (based on level) plus the AC
value of the creature or person you’re attacking. If the roll is equal
or greater than the modified “attack throw value”, you hit. So for
example, if you’re level 1 you might have an “attack throw value” of
“10+”; let’s say you have a +1 attribute bonus, and you’re trying to hit
someone with AC 4 (because they’re wearing chain mail). You’d need to
get a 14 or more (rather, a 13 or more on the die, because of your +1
bonus), because the “attack roll value” would be 10+4.
I really don’t get why they did this. It adds nothing to the game,
it doesn’t make things simpler; on the contrary the lack of familiarity
makes it harder to wrap one’s head around it. We’ve had descending AC
for ages, and ascending AC for at least 12 years now, we’re used to
either of those. But this? Why??
I’ll note that the combat rules have it that a 20 always hits, and a 1
always misses. They also have a “cleaving” rule: if you take down an
opponent, you can get an immediate free attack against another adjacent
opponent. Fighter-type characters and monsters can do this a number of
times equal to their level; other classes a number of times equal to
half their level. Saving throws use the standard types from old-school
D&D, and thankfully do not have a weird new method of adjudicating
this.
There is a Mortal Wounds Table, which is meant I think to be
something similar to the type of tables we all love from WFRP or
Rolemaster. The table itself is pretty awesome, though it has a tricky
set of modifiers that have to be taken into account and the actual
mechanic feels somewhat awkward to me, adding a layer of complexity to
the relative simplicity of injury in normal D&D. There’s also an
equally cool-but-awkward table for “tampering with mortality”, that is
rolled when you use some kind of magic to cheat death.
From here, we get to the part where ACKS is supposed to really shine:
the next large section of the book deals with campaigns, dominions,
high level play, all that jazz. Up to this point, all you got from ACKS
was a slightly quirky D&D clone with some really weird to-hit
mechanics. But now, we get detailed information on spell research,
libraries, magic item creations, ritual spells and other high-powered
magical weirdness, and of course, the highlight of the game: stronghold
and dominion mechanics.
The latter rules are really, really thorough. I think its safe to
say that I have never seen a set of rules and guidelines for stronghold
and dominion management in any other D&D game (or even any other
game remotely similar to D&D) that were this complete. The
mechanics in the BECMI/Rules Cyclopedia books pale in comparison. Even
Pendragon, which probably has the most detailed rules on manors that I’d
seen systematized until now, doesn’t really match up. You get complete
rules for just what kind of stronghold each class can make, how many
followers it will attract, what every little bit of it will cost, how
many peasant families you can attract and support, and what kind of
revenue you can collect. On top of that you get rules for how to expand
your domain, what kind of various expenses are involved on a regular
basis, rules and tables for being a vassal of a lord or king, morale
rules for your dominion to see if the peasants are revolting, rules for
building and running villages, towns and cities, and building and
managing markets. There are variant guidelines for non-human
strongholds and settlements, rules for running thief operations,
hideouts and guilds, rules for crime and punishment, and really awesome
rules for high-level wizards to build their own dungeons (the
justification being that dungeons are used by wizards as environments to
“cultivate” the various rare material components they need for
high-level magical research; but this isn’t just lip-service, its
actually backed up by the magical research rules themselves).
There are also rules for mercantile ventures, which are equally
thorough; though in this case there are past mechanics that do
approximate its level of completeness; I’m thinking of the traveller
rules, as well as the blatantly-ripped-off-from-traveller rules that you
found in the D&D Mystara supplements for Darokin and Minrothrad.
Here you get all kinds of details and tables on potential types of
merchandise and their value.
Of course, while it would be enough motivation to do all this stuff
just because its cool, the game provides additional motivation in the
form of having rules for XP awards for domain management, mercantile
trade, magical research, and underworld hijinks.
In all, the entire chapter covering all these rules adds up to about
30 pages; so it would seem like not a huge chunk of the total
page-count; and yet that’s far more than what most games of its kind
would dedicate to the subject, and these rules are extremely dense in
terms of the amount of mechanics and information they pack into those
pages. Does it live up to the hype? Certainly; some might say perhaps
to excess. If I were to be nitpicky, I would say that it could go into
TOO much detail for my liking; having myself somewhat lost the sense of
excitement for figuring out the “total calculation of peasant tax
revenues versus castle expenditures per hex” and that sort of thing. But
in this case, that’s meant to be the whole point, isn’t it? The reason
you’d choose ACKS over Labyrinth Lord or LotFP is because you WANT to
make a big deal out of that stuff. So if I look at it objectively and
benevolently, I would say that the mechanics for domain management are
incredibly detailed without committing the critical mistake you
sometimes see in this sort of thing of devoting great attention to
minutiae that doesn’t actually matter; everything they touch on in the
rules actually does matter, it isn’t just busywork for busywork’s sake.
The rest of the game goes back to being relatively D&D-standard
after that; you get some 50 pages of monster listings, quite well done,
and some very detailed treasure listings (but not beyond what you’d find
in a number of other books, including a number of actual D&D
editions). There is one area that does somewhat stand out, and that is
the chapter called “Secrets” which gives GM-instructions on how to map
and develop the setting. Obviously, all those detailed domain rules
would not really stand up to muster if the world-setting itself didn’t
also have attention to detail of the kind that would prop the domain
rules up, and so here you get Realm-level rules for things like
population density, revenue (by social class type), frequency and
structure of settlements, determination of prominent trade routes, and
modifications of all these sort of things by demi-human type. The table
that I think best exemplifies all this kind of thinking is found in
this chapter; the “Environmental adjustments to demands” table, which
lists a huge number of trade goods (fish, salt, coffee, metals,
pigments, wood, spices, books, gems, etc etc… though to their eternal
shame they fail to include Tobacco), and a huge list of potential
modifiers to the market demand for these items based on the type of
region, elevation, terrain, and climate. That’s quite the attention to
detail there.
There are also detailed rules for constructing cities, including
stuff like the market level, the level-range of the city’s ruler, how
many of each PC class you’ll find in the city, what kind of criminal
guilds you’ll get, etc. There are dungeon-creation rules too, which
again tend to completely side-step the standard totally-random
determination methods in favor of methods that work with the
aforementioned assumptions about demographics and the material
justification for the dungeon’s existence.
The gamebook finishes off with some reference tables for combat
(including a reprinting of the “Mortal Wounds” and “Tampering with
Mortality” tables), and then some very nice character sheets, plus
sheets for keeping track of henchmen & followers, specialists &
mercenaries, your domain mechanics, and spells & magic research.
What can I say in conclusion about ACKS? Its definitely not just a
clone; and yet at the same time its not actually as innovative in either
inspiration or mechanic as other non-clone games. Its got less
atmosphere than LotFP, and its less daring with the actual rules than
DCC or Majestic Wilderlands. Its as though really, ACKS moved away from
the strict-clone game in a different direction: instead of doing
something radical with the game as a whole, they decided to focus on one
thing in particular: domains and realms for high-level play, and
focused all their real innovation on that one particular thing, to make
their game stand out by being the absolute best version of D&D for
that specific area.
And I think in that sense, they definitely succeeded. If what you
want is a game where you can reach high-level play (well, relatively
high-level, remember here we’re talking about levels 9-14, because
that’s as high as the game goes) and have as much or more interesting
stuff to do than you did at levels 1-3; and where you want that stuff to
involve being able to systematize, tweak, and keep careful track of
small, medium and large-scale domain-management, this will no doubt be
the very best OSR game for you. On the other hand, if that’s not really
what you’re looking for, there won’t be anything particularly bad about
ACKS but there won’t be anything particularly special about it either
(and with details like their weird to-hit system and their ponderous
proficiency system, I’d certainly say that there are better old school
games out there in terms of basic mechanics). I think that if you’re
somewhere in between, the situation gets trickier; because it seems to
me that what you can’t actually do is pick and choose just how much
detail you want to get into. This game is made for going ALL-IN with
the domain mechanics. You could perhaps pick off some little tidbits to
use as inspiration for any other D&D game here, that’s true; but
what you can’t do is play ACKS using only half the domain mechanics; it
seems to me that the whole book-keeping system would fall apart if you
tried.
So if there’s one criticism that you could make of the way they
handled the one thing ACKS is really excellent at, its that the rules
don’t easily allow for various degrees of commitment. A guy like me,
who might want some simple but sensible rules to manage the basic
details of a stronghold but doesn’t want to go with the full blown
book-keeping package won’t really get his needs met. Its hardcore or
bust.
That said, if you want to be hardcore about your stronghold
management, and are looking for rules that give you that level of
sophisticated detail without getting bogged down or lost in
irrelevancies, ACKS will be your best friend ever.
RPGPundit
Currently Smoking: Lorenzetti Solitario Egg + Germain’s Special Latakia Flake
(Originally posted June 22, 2012; on the old blog)
I've been eagerly awaiting a review of this. Thanks! This may go on my buy list since I love this kind of "strategic" game layer.
ReplyDeleteThank you; though as noted, this review is actually from a year and a half ago. If you're looking for a review of an RPG, you might wish to check to see if someone hasn't posted on on the reviews forum of theRPGsite.
ReplyDeletehttp://www.therpgsite.com/forumdisplay.php?f=37
I must have missed that. Well, it's appreciated in any event.
ReplyDeleteDo you by any chance have "echo resounding" from Sine Nomine publishing? I'd be curious how the two systems of domain management compare
That's one I haven't received yet; Sine Nomine has sent me quite a few review products, though, so its likely that sooner or later I might end up getting and doing a review of that one.
ReplyDeleteThis comment has been removed by a blog administrator.
ReplyDeleteChivalry & Sorcery has always done well on the manor hold campaign front so has Harn.
ReplyDelete