
The authors were again Ed Simbalist and Wilf Backhaus along with GW Thompson.

The game was finally reissued in a third edition in 1996 by Highlander Designs (HD), an American publishing house founded by GW Thompson.

There were no fundamental changes as compared with the first edition, but those changes were intended mostly to clarify or simplify some points in the rules.Īfter the relative success of the second edition, C&S sank into obscurity for over a decade, mainly due to the lack of support from Fantasy Games Unlimited (FGU). The text was larger, lighter and more concise and there was a tendency towards greater consistency in the organization of the rules. The second edition, released in 1983, was presented in a cardboard box containing three rules booklets, with greatly improved presentation. Judges Guild had started to publish adventures for other games around that time but C&S had virtually none because Scott Bizar thought they were irrelevant and players and GMs would prefer to create their own. Published game worlds were pretty rare in the 1970’s, but C&S had three: the Northern/Nomadic world of Swords & Sorcerers (1978), a mythical England described in Arden (1979), and a dinosaur-era world detailed in Saurians (1979). Notably, the game did not focus much on dungeons which gently cajoled players into running adventures with actual plots. Tolkien such as hobbits and balrogs, although these references disappeared in subsequent editions for reasons of copyright. In addition to ideas taken from Arthurian myth, the first edition also incorporated elements of J. Rules were included for character creation, combat and magic, Knights (tournaments, courtly love, fiefs, political influence), a hierarchical priesthood who could perform miracles, a large section on monsters, including the Infernal Court of demons and even wargames rules for armies. The first edition, nicknamed the “Red Book” 2 by fans, was not only a role-playing game but an epic treatise on life in medieval Europe, and used photo reduction to fit four pages of text onto each page, making it complete and concise but a little hard to read. After some final changes to get rid of the last remnants of D&D and make the game safe for publication from a copyright point of view, Simbalist and Backhaus published the first edition of their game - now renamed Chivalry & Sorcery - shortly after the release of the first edition Advanced D&D Monster Manual. Then, by sheer luck, they met Scott Bizar who offered to publish it through his company, Fantasy Games Unlimited (FGU) whose only RPG so far was Dennis Sustare’s Bunnies & Burrows. They intended to present it to Gary Gygax at Gen Con IX in 1976 but changed their minds once Simbalist saw Gygax arguing with a staff member and decided he didn’t like the “vibe” he got from the encounter. They were dissatisfied with the lack of realism in D&D and created a gaming system derived from it, which included copious amounts of detail on medieval life, named Chevalier. HistoryĬhivalry & Sorcery is a fantasy role-playing game that was originally created by Canadian designers Edward E. Here is a little history and some thoughts on the first-reading of this new version. Now, following a successful Kickstarter, a new 5th Edition has returned at a whopping 602 pages. Chivalry & Sorcery has seen several editions over the years, the last almost 20 years ago in 2000 (not counting the 2011 “Essence” release which was only 44 pages). In recent years, we’ve seen a lot of early RPGs, such as Traveller and Runequest, resurrected in new editions with cleaner rules and more modern presentations which, for the most part, have retained the original feel of the game.
