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Castle & Crusades - who has tried it and not stuck with it?
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<blockquote data-quote="Ourph" data-source="post: 3734063" data-attributes="member: 20239"><p>I ran two sessions of C&C and played in one run as a demo at the FLGS then gave my PHB away to the guy who ran the demo game. Mechanically, C&C was just too bland and vanilla to keep my interest. Reductionism in an RPG can often be a thing of beauty, but there is a distinct line to be drawn between simple and simplistic and C&C falls on the side of simplistic. I guess the biggest turnoff was that nothing about the game struck me as in any way original. The classes were bland, not particularly well-designed, amalgamations of class ideas from AD&D and the SRD, the combat system was simply the 3e system stripped down to the barest of bones, the SIEGE mechanic was nothing more than the ubiquituous universal resolution mechanic implemented poorly. I'm not afraid of using house rules to modify a game to my needs, but if I'm going to use a game as a base for house rules I would at least like the base game to give me some unique reason to choose it over other games. C&C didn't even come close to doing that. </p><p></p><p>The analogy I used with a few of my local fellow gamers was that, if there were a C&C equivalent to Monopoly, it would have all the property names, money, house and hotel rules, chance and community chest cards removed. The game would be played by rolling dice to move numbered paper chits (not dogs, shoes, and race cards) around a plain black and white board, with the first person to make the full circuit being declared the winner. Is it a game? Yes. Is it a blank slate open for modification? Yes. Is there one original idea involved in the concept of that game? No. Does the game give you any compelling reason to actually sit down and play it more than once? Absolutely not. That was my experience of C&C.</p></blockquote><p></p>
[QUOTE="Ourph, post: 3734063, member: 20239"] I ran two sessions of C&C and played in one run as a demo at the FLGS then gave my PHB away to the guy who ran the demo game. Mechanically, C&C was just too bland and vanilla to keep my interest. Reductionism in an RPG can often be a thing of beauty, but there is a distinct line to be drawn between simple and simplistic and C&C falls on the side of simplistic. I guess the biggest turnoff was that nothing about the game struck me as in any way original. The classes were bland, not particularly well-designed, amalgamations of class ideas from AD&D and the SRD, the combat system was simply the 3e system stripped down to the barest of bones, the SIEGE mechanic was nothing more than the ubiquituous universal resolution mechanic implemented poorly. I'm not afraid of using house rules to modify a game to my needs, but if I'm going to use a game as a base for house rules I would at least like the base game to give me some unique reason to choose it over other games. C&C didn't even come close to doing that. The analogy I used with a few of my local fellow gamers was that, if there were a C&C equivalent to Monopoly, it would have all the property names, money, house and hotel rules, chance and community chest cards removed. The game would be played by rolling dice to move numbered paper chits (not dogs, shoes, and race cards) around a plain black and white board, with the first person to make the full circuit being declared the winner. Is it a game? Yes. Is it a blank slate open for modification? Yes. Is there one original idea involved in the concept of that game? No. Does the game give you any compelling reason to actually sit down and play it more than once? Absolutely not. That was my experience of C&C. [/QUOTE]
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