Whether you've playing for years, or just recently joined the Crusade the rules presented here will help you in both preparations for games to come and give you the necessary tools to deal with most any scenario that develops at the gaming table. We are roughly 8 weeks from completion on this massive project and are at last confident that it is taking a form and shape both structurally useful and meaningful, but yet one that does not interfere with the game you've been playing for so many years. Castles & Crusades' hallmark trait is its simplicity, derived from the very versatile Siege mechanic. The CKG reflects that game style and philosophy. The Castle Keepers Guide facilitates the role playing experience. Packed with tons of useful data the book promises to be a staple at the gaming table. It covers a breadth of subjects rare in modern RPG books, from high level adventures, to weather; from cavernous deeps to setting a halberd for a charge; NPC role playing guidelines become easy in a multi-chart system that allows the CK to quickly track their reactions; movement over roads is simple but expansive, allowing the CK to determine speed and distance by the terrain, movement rate, and weather; alternative magic system and how to deal with character deaths. These are but a sampling of the subjects covered by the CKG. With a wholly new approach to expansion rules, the CKG gives multiple approaches to dealing with the same problem, ranging from how to role play through it to more defined guidelines. Like Eli Whitney s interchangeable parts, each of these approaches to problem solving work in concert as the CK wishes. Using defined guidelines in one instance does not preclude using role playing in another. All the material is here for the CK and players to grasp; and for the CK to utilize at their own discretion.