Drivethrurpg.com’s Bundle of Holding offered the classic 1994 Castle Falkenstein role-playing game and I couldn’t resist. Alas, I bought another product at the GenCon where I met Mike Pondsmith and that product was also Victorian fantasy/Science-fiction a la steampunk—just because it was a lower price. It wasn’t nearly as long or thorough as Castle Falkenstein. I’ve always regretted not getting the real thing. But, then again, I was busy running my 5-year long Traveller campaign at the time and, if I didn’t run an RPG, I didn’t know who would.
For the record, Castle Falkenstein addresses a lot of the things I’ve complained about in RPG core books. It has lots of fiction to introduce the game world/universe, but it doesn’t split up the game rules with vignettes like certain RPGs I can’t mention without biting my tongue (my students know which they are!). Unfortunately, I would have to use the term “fiction” lightly because it isn’t very successful as a story. The “fiction” is so full of “exposition” that it doesn’t really give enough narrative to get the reader invested in the characters (and there are some fascinating ones). Indeed, it puts the rules together and provides an index (reasonably correct as compared to some modern ones I could mention. Indeed, I even like the way Pondsmith introduces the core book in an homage to Edgar Rice Burroughs or Lin Carter by using the conceit of a mysterious package arriving which contained the manuscript for the book.
Now, admittedly, cultural references have changed since 1994. Many of my students would be less than clear about “…a wizardly James Bond in the body of a David Niven.” They would know Bond, but less likely know Niven. The references speak to my generation, though, and part of my purpose in reading this core book through was the nostalgia factor. Pondsmith was somewhat ahead of the game, however, in allowing for strong female characters. Then, again, Marianne may just be a slightly modernized “Dejah Thoris.” Consider: “…this ‘cute chambermaid fluff’ was responsible for having shishkebab’ed at least thirty men in duels across New Europa.” (p. 16)
I also love the way speech is depicted in both the fiction and, presumably, in later scenarios that were published. For example, on page 70, we read an excerpt from a conversation between Otto von Bismarck and King William of Prussia: “Yes, we shall be dead, [Your Majesty], but we must die sooner or later, and can we perish more creditably? I myself in fighting for the cause of my king; Your Majesty in sealing your divine right with your blood?”
In the “You Can’t Have It Both Ways” Department, I must confess that even though I approve of the way the fiction is segregated from the mechanics of the rules, I dislike the compartmentalization of the fiction. I would rather have met the characters in a more natural way than have the biographical sketches and descriptions broken up as artificially as they are. The narrator gives way too many pages of background material before getting to the stories that he keeps promising to get to—later. Toward the mid-point of the volume, the pace picks up and there is more narrative, though still interrupted more than would be my preference by exposition. AFTER, the mid-point of the book, the “game” is introduced in the conceit of the protagonist explaining how he invented the game as a drawing room entertainment. There is even a clever bit when he eschews dice in favor of a card mechanic. Indeed, the use of abilities added to a card from one’s “Fortune Deck” of regular playing cards seems to have been the inspiration for the Malifaux miniatures game’s combat, as well as the combat in Through the Breach, the RPG based on Malifaux. One also wonders if Castle Falkenstein was influenced by West End Games’ Torg (1990) which used a combination dice and special deck mechanic and Bloodshadows (part of their Master Book Series which came out in 1994, as did Castle Falkenstein) which used dice and two decks to resolve skill checks and combat.
For those who desire something of a comparison between “then and now” in role-playing game materials, I should observe that the core book for Castle Falkenstein features rather lavish color for the era. Most of the pages contain some kind of colored background (though some have grey-scaled backgrounds) and there are some gorgeous full-page illustrations (particularly the dragon on page 89 and the “Horned Man of the Wild Hunt” on p. 109). Yet, there are plenty of simple black and white line drawings more like those of an earlier era. Of course, one can forgive these because they definitely fit the image of the pseudo-Victorian/Edwardian Age in which the game’s action occurs.
Character creation is more akin to the Fate system in that character creation begins with a character concept (Examples from pp. 145-153 would be: Adventuress, Anarchist, Brownie (the faerie type, not the little girl scout-type), Calculation Engineer, Consulting Detective, Dashing Hussar, Demimondaine, Diplomat, Dragon Lord, Dwarf Craftsman, Explorer, Faerie Lord or Lady, Gentleman Thief, Gentleman or Gentlewoman, Inventor, Journalist, Mad Scientist, Mastermind, Nobleman or Noblewoman, Performer, Physician, Pixie, Rogue, Scientist, Secret Agent, Soldier of Fortune, Steam Engineer, Wizard, or Writer, but one is not bound to these sample concepts.), followed by the creation of a “Diary” for one’s character generated by answering a series of questions. Each character gets to decide: 1) one thing she or he is GREAT at, 2) four things he or she is GOOD at, 3) one thing she or he is POOR at, and 4) everything else will be average.
Castle Falkenstein is designed to be a semi-LARP (Live-Action Role-Playing Game) in that all of the props are written down on 3 x 5 cards and handed out to the characters. When a player wants to draw a weapon, that player physically pulls the 3 x 5 card out and puts it on the table. When players are dueling against each other, they physically maneuver. Of course, as with any RPG, these actions can be played out strictly upon the table using miniatures.
Another distinction of Castle Falkenstein is that its Magick system is stricter than those of its contemporaries (or even most RPGs of the modern era). Each spell is tied to an aspect (Emotional (Hearts suit), Material (Diamonds suit), Spiritual (Spades suit), and Elemental (Clubs suit)). Cards in the practitioner’s hand which agree with the aspect (are in the same suit) as the spell or illusion being cast are considered “Aligned Powers.” Adding one’s Sorcery skill to the card(s) solely of Aligned Powers (to beat the thaumic cost) doesn’t cause any trouble, but players are allowed to speed up a casting by playing cards of other suits (each card has a value of “1” regardless of face value when they don’t agree with the aspect of the spell). These are called “Unaligned Powers.” This lets you speed up casting, but using any “Unaligned Powers” creates a “harmonic effect” related to the highest face value of an unaligned card played (p. 203) and these effects are determined by the “Host” (Game Master) to the potential delight and despair of the adventuring party.
But that’s not all, the difficulty factor in casting a spell is not merely the base thaumic cost of the spell, but it is increased by the caster’s decisions on Duration, Complexity, Range of Effect, Number of Subjects Affected, and Subject Resistance to Magickal Effects (p. 198). And while using “Unaligned Powers” to speed up the casting of a spell can be risky, there is even a riskier method where the practitioner may draw strength from herself or himself but risk a total “unravelling” of the character’s life force (p. 207). It seems like these considerations would considerably enhance the stakes in spellcasting. In reading this, I like it, but I’m not sure I’d like it when playing a practitioner and having the magick go awry.
I also like the fact that Inventors create their gadgets, vehicles, chemical formulations, and infernal weapons by filling out a simplified patent application (p. 214), adding to the immersion in this game. Castle Falkenstein makes a tremendous attempt to be immersive in many ways and several succeed. As for the claim on the back cover that this is both a novel and a game, I would definitely have to say that it succeeds as an intriguing game setting and rule document, but not so much as a novel.