I've been going back to this a lot lately. The more time goes by, the more I like this. Not so much as a usable supplement, but more of an entertaining read with a lot of good inspiration on running a cool campaign. PC development of the setting, players involved in arms level action, etc. Really seem like my ideal game.
Yeah, I like it too. It is a tantalizing glimpse into an early style of play, when the wargaming mentality was still prevalent and players thought in terms of raising armies, building strongholds, and engaging in intrigue and politics of a region. I've always wanted to play in, and run, more campaigns like this. Some of this mentality must have rubbed off on me, in the early days, and my earliest DMing style was friendly to the idea of hiring lots of men-at-arms and henchmen with a logical goal being to get and rule your own stronghold, eventually. I did have some players who established strongholds and castles and little fiefdoms. I can see why people had so much fun in Arneson's games, with this style of play.
Last Edit: Feb 21, 2017 22:10:42 GMT -5 by GRWelsh
Anytime I get on a Blackmoor kick I come back to what a great book FFC almost was. But Dave was just so nonchalant about it. There are multiple spots in there where he’s detailing really original information about running a campaign, and all of sudden you read something like, ‘there was more that would tie all this together, but I lost those pages’. There’s a lot of good stuff in there, but it can be frustrating.