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Adventurer Conqueror King System (AUT1001), by Alexander Macris, Tavis Allison, Greg Tito
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Your Journey from Adventurer to King Begins Now! Enter a world where empires totter on the brink of war, and terrible monsters tear at the fragile borderlands of men; where decaying cities teem with chaos and corruption, nubile maidens are sacrificed to chthonic cults and nobles live in decadent pleasure on the toil of slaves; where heroes, wizards, and rogues risk everything in pursuit of glory, fortune, and power. This is a world where adventurers can become conquerors - and conquerors can become kings. Will you survive the perils of war and dark magic to claim a throne? Or will you meet your fate in a forgotten ruin beyond the ken of men? The Adventurer Conqueror King System™ (ACKS) is a new fantasy role-playing game that provides the framework for epic fantasy campaigns with a sweeping scope. With the Adventurer Conqueror King System™ you can: Play 12 different classes, including the fighter, mage, thief, cleric, assassin, bard, bladedancer, explorer, dwarven craftpriest, dwarven vaultguard, elven nightblade, and elven spellsword. Easily customize your character using a unique, optional proficiency system. Make your fighter a berserker or your mage a necromancer! Buy, sell, and trade common merchandise, precious silks and spices, and even monster parts and magic items in a balanced and integrated game economy. Construct strongholds, establish kingdoms, and carve out a realm for your character. Run a thieves' guild and send your minions to carouse, smuggle, steal, and commit other hijinks. Establish a wizard's sanctum and explore the forbidden arts. Crossbreed horrific monsters in an underground laboratory, enact powerful magical rituals, build golems, craft magic items, or even transform yourself and your followers into undead monsters. Build and run a living world for adventure on a grand scale. With game mechanics built to support emergent play, ACKS is the ultimate RPG for sandbox campaigns. Whether you want to crawl through dungeons, trade with merchant caravans, run a merchant emporium, conquer an empire, or even raise an undead legion, ACKS supports your playstyle with simple, fast-playing game mechanics.
- Sales Rank: #1118219 in Books
- Brand: Autarch
- Published on: 2014-11-03
- Original language: English
- Number of items: 1
- Dimensions: 11.02" h x .88" w x 8.50" l, 2.15 pounds
- Binding: Hardcover
- 274 pages
- New Supreme Hobbies item
Most helpful customer reviews
15 of 16 people found the following review helpful.
Adventurer, Conqueror, King: Maybe it serves a niche market, but it serves it very well
By M. W. Perry
The Adventurer, Conqueror, King System (or ACKS) is one of the so-called Dungeons and Dragons "retro-clones", games which emulate earlier editions of the rules so that new players can learn the classic game, or form a market and community to share ideas and sell new "Old School" materials. Each clone seems to take a slightly different take on the original rules, but they are mostly compatible with each other; and though there are dozens of them, a small handful (like Labyrinth Lord or Swords & Wizardry) seem to be predominant. ACKS, however, does something that other retro-clones for the most part haven't--provide rules to deal with strategic, high-level play: rather than have player power expand geometrically (like in later editions) until players are ready to punch out demigods in 2-3 combat rounds, individual power is capped between levels 10 and 14. Players then improve their status by expanding their dominion, either by building castles and raising armies, heading up their own underground thieves' guild, or building a laboratory to conduct research into higher-powered magic.
The book itself is a 270-page hardcover volume with an attractive, full-color exterior and black-and-white illustrations of varying quality inside. The basic rules cover all the stuff you've seen in RPGs before, especially D&D and its ilk: creating characters based on their ability scores, selecting character class and race, buying equipment and learning spells, and fighting monsters and evading traps. In this, there is little new. The special sauce is all in the castles and guild houses, and the henchmen you bring in to work there.
Players of later editions of D&D might be forgiven if they didn't find castle-keeping and empire-building to be very exciting: either the process of building construction was too obsessively detailed in original D&D, or there was no "connective tissue" between individual character play and boardgame level nation-building. But these kinds of adventures can be just as exciting as a dungeon delve, if only there were some streamlined rules to play.
This is where ACKS steps in. The game has rules that facilitate playing a leadership position, and rules that virtually require them. Acquiring higher level spells and creating magic items, for instance, require a magical laboratory, and research into new monsters requires one to have some kind of dungeon to house your experiments. (Which reminds me of this game I played before...) Likewise, there are rules governing the formation of your own Thieves' Guild, building a mercantile empire, founding a Temple, and aspirining to kingship. The rules deal with hiring and retaining NPCs, building costs, trade routes and prices, and experience rewards for successful endeavors. So, while low level characters behave much like they would in other D&D-style games (the "Adventurer" phase of life), middle and higher levels are devoted to more social and political aspects ("Conqueror" and "King").
For example, one section deals with mercantile adventures: the player determines where to buy goods cheaply and where to sell them at a markup, then sets up a route to transport them. Between the endpoints, human, natural, and supernatural calamities can endanger the merchandise, but if they succeed in shepherding them across the route, whatever profits they reap turn into XP bonuses. If this sounds like the classic "merchant hires you to ensure his goods arrive safely" scenario, that's because it is...but in this case, the player is the merchant, escorting his or her own caravan. Role-playing and adventure scenarios spring readily to mind from that starting point.
These "Campaign" rules are the major innovation in ACKS, and if it is your ambition to play in a setting where player characters have such domain-building ambitions, then there are few other places to find rules that support this style of play. ACKS is a well-thought out rules set for simulating the economic environment required for it. If that doesn't sound like High Adventure to you, then there is little else innovative in this game: other retro-clones, or the original rules themselves, will serve you just as well. But if you're interested in exploring economic, military, and political aspirations in an Old School style, but ACKS serves that need very, very well. Although this amounts to paying the $40 cover price for about 50-60 pages of truly new rules, in this case I felt it was worth it.
The game could easily be a supplementary text for another Old School retro-clone, which is why I'm not giving it five out of five stars; creating a whole new game seems like a bit of overkill to me; still, the book is a worthwhile effort overall, and if you want to try something for high-level play other than "the same as before, but bigger and louder", then I have no compunctions about recommending this book to you.
4 of 5 people found the following review helpful.
Great system!
By Chris Blauwkamp
This is an excellent product! A must buy if you are into the OSR in particular, or Dungeons and Dragons in general. ACKS features the streamlined gameplay of early additions, but with a lot of tweaking to make things run incredibly smoothly. The domain rules are a must-mention, and the product is worth it for those alone if you ever plan to have your players ruling a kingdom. But the entire system works together so well, it's a shame so many review just focus on that.
2 of 2 people found the following review helpful.
Great Game
By devin feagle
A great set of RPG rules, probably the best game I've seen in years. Very concise, fun, and thematic, a return to Old School role playing.
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