[C&C] Not nostalgia - Different folkloric basis than 3E

Mythmere1

First Post
One term that's cropped up recently in respect to C&C is "nostalgia."

I find this interesting. At the age of 38 or something like that (doing the math isn't worth it), I found myself, in preparation for my latest campaign, determined to replicate some of the feel of AD&D. I bought Necromancer products. I unconsciously created a world with more of a sword and sorcery feel. This was before I ran into C&C. I even started listening to some of the music that we used to listen to when I was younger, playing it in the background while I was writing campaign materials.

Is this all about nostalgia? At my age, am I looking back to easier times and trying to grasp some vestige of a lost past? There's an element of that, but I think the ultimate answer is "no." The entire "look-back" to older-era gaming wasn't about nostalgia, it was about a particular kind of story. I think I was trying to recover not my youth, but a game that supports a particular folkloric dynamic, a particular kind of story.

I'm not going to hash over a system war between 3E and C&C. That's already been done to death. In the context of nostalgia, it's a factor, but it's not as much about the rules themselves as the kind of storyline the rules encourage.

It's no coincidence that Necromancer Games uses "Third Edition Rules, First Edition Feel" as their trademark. There's a market for game products that play like older editions. Why? I think it's because there's a real and abiding difference between 3E and prior editions. Two differences, really - one is the scope of the rules, but the other is the flavor imparted by the rules.

3E is designed by a company that focuses on player-vs-player games. The Magic card game is their flagship product - a smash hit which cannot fail to drive the company's gaming philosophy.

WotC creates games that focus on the wish-fulfillment of "I wish I had super powers." No criticism is implied - other, older, RPGs have focused on the same aspect of wish fulfillment and have been great games. There's nothing wrong with it. But D&D originally focused on a different sort of heroism - a hero who isn't particularly unusual in terms of anything but his experience. I think this is the source of the grognard's disdain for weird races and unusual character classes. The grognard senses that the underlying folkloric dynamic - the structure of the story - has changed from the AD&D model of the experienced but relatively average shlep to a model in which the character gains inherent powers far beyond and far different from the norm.

A similar change happened in 2E, when the folkloric dynamic shifted from the average shlep to the child of destiny - characters weren't made, in 2E, to die in the mud.

To a certain degree, I think the system wars are about the genre of storytelling that underlies the rules, not just about the rules themselves. Necromancer Games "duplicates" the first edition feel by describing environments where the flavor is grittier, more filled with "needless" and random risk, and by emphasizing supernatural and incomprehensible risks over simple contests of power. The environments also describe the characters in a context that assumes they're average schleps, even if they're all half dragon shadowdancers. The modules, in other words, reshape the underlying dynamic of the story they tell, back into the same dynamic that was assumed in 1E.

This is why I don't think C&C is a nostalgia product. By using a particular ruleset, C&C suggests that adventures will follow a story pattern that's fundamentally different from the one suggested by the 3E rules. Yes, this mode of storytelling is one that was used by the older game. But this doesn't mean it's a nostalgia product. It means that it supports and reflects a different genre of literature than 3E. Although the distinction is smaller, it's like the distinction between science fiction and fantasy, the difference between pulp fiction and Tolkien, the difference between Superman and Anna Karenina. Some people prefer different folkloric dynamics: heroic tales that unfold along different lines.

Yes, C&C harks back to an earlier ruleset -- but this is not just about getting a simpler ruleset. It's about reflecting a different type of story altogether. The C&C rules are rules for a different mode of storytelling than the rules of 3E. Preferring one type of story over another isn't a matter of nostalgia, it's just a storytelling preference.

That's why I say C&C is a parallel evolution of D&D - it's a direction that could have been taken if the game designers had been fans of a different literary and folkloric form.

'nuff said: sorry for the long post.
 

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Well said! I agree with the premise of your post. I think C&Cs charm is contained within the "flavor" of the game. It's very difficult to quantify exactly what that means, as it's different for each individual that experiences it. I think, at it's core, it's simply the added touches that add a little extra description, color, and life to what could otherwise be just another bland book about what dice to roll and how to quantify the results.
 

Mythmere1 said:
<...> Yes, C&C harks back to an earlier ruleset -- but this is not just about getting a simpler ruleset. It's about reflecting a different type of story altogether. The C&C rules are rules for a different mode of storytelling than the rules of 3E. Preferring one type of story over another isn't a matter of nostalgia, it's just a storytelling preference. <...>
Well, it's an opinion. I can tell many kind of stories with 3e, and not allow "half-dragon shadowdancers" if I don't want to see them. (In my case it's especially a case of not allowing gnomes and Shaolin monks though :D ).

Mythmere1 said:
<...> A similar change happened in 2E, when the folkloric dynamic shifted from the average shlep to the child of destiny - characters weren't made, in 2E, to die in the mud. <...>
Oh hum... I never noticed this. First time I do hear about it, and i am on Enworld everyday... I would like to know where average shleps become children of destiny in 2e... :confused:

Mythmere1 said:
<...> Sorry for the long post.
Don't be sorry, just accept that in doing so, many people will skip the post rather than read it. Today, I did make an effort to read a long post in its entirety... ;)
 

While Wizards of the Coast owns 3E they did not write it. It was written by people from a firm Role Playing Game background and not by a bunch of CCG people. Like Necromancer games the by word for 3E when it came out was "Getting back to the dungeon!" or something like that. I think they were trying to harken back to the old time dungeon crawls that was the essense of early D&D. Heck I am 42 and I have played almost every version of D&D.

I don't think I understand your belief that a rule set enforces a type of story telling. In my mind the story come from the GM and his players. Now the "story telling style" of a bunch of high school kids playing D&D in their school cafeteria before class in the 70's is most likely completely different from a group of 30 or 40 something married with kids guys/gals playing every sunday night at a friends house in the 00's. Even with the same set of rules.

I am glad that you are enjoying C&C! Personally I prefer 3.5e but thats me. *shrug*. My rememberance of my very earlier gaming days mainly consists of monty hall type games. So I am having a great time with a more mature type game with great friends, role-play, and story!



determined to replicate some of the feel of AD&D

That sure sounds like nostalgia to me! But there is nothing wrong with that. I am starting to listen to more music of the 70's. Ahh sweet nostalgia. :)
 

Mythmere1,

Your story of trying to immerse yourself in earlier muscial and gaming material is to me the definition of nostalgia. Perhaps "nostalgia" has a negative value judgment implied in today's culture, but I don't see one myself.

...the underlying folkloric dynamic - the structure of the story - has changed from the AD&D model of the experienced but relatively average shlep to a model in which the character gains inherent powers far beyond and far different from the norm.

Here's the thing: when I look at AD&D, and its inspirations, I don't see "average joes" ANYWHERE. Conan, Fafhrd, the Mouser, Solomon Kane, Aragorn, Legolas, and even back to Roland, Beowulf, and King Arthur - these were by NO means average people - they were a cut above the rest even from birth! The most average one were the LOTR hobbits, and they were the exception to the rule. The stories of old were about exceptional individuals who were larger than life; even stories about Conan & Arthur in their youth accentuate their destiny for greatness. They were the "superheroes" of their day.

I think the difference in storytelling you're denoting comes from a different set of numbers. What was exceptional then is not exceptional now. It's like, to use examples, the game of Battletech, or Star Fleet Battles. As the game evolved, the numbers kept creeping higher and higher, the same way that muzzle velocities on guns did over the past 300 years, or how the lethality of weapons of war kept increasing as time went on. Compared to a 3E character, a 1E character will be an "average" joe; but when 1E was just Advanced D&D, the characters you and I created WERE superheroes; after all, they were compared to Orcs and zero-level humans!

I know many reasons for liking C&C, but a difference in mythic basis isn't one of them. I'd say rather that it's a difference in gaming basis; what were core values of a game system then are quite different from now. Self-reliance of the gaming group a la 1E has been replaced with clearly delineated and spelled-out shades of gray, and rules to handle most situations a la d20.
 

Mythmere1 said:
This is why I don't think C&C is a nostalgia product. By using a particular ruleset, C&C suggests that adventures will follow a story pattern that's fundamentally different from the one suggested by the 3E rules.
However, there are plenty of rule chances in C&C, such as using different XP charts for different classes, that in no way affect the storytelling area. They are purely nostalgia driven changes. Blue Rose might be a better example.

Necromancer, and to a greater extent DCC, are proof to me that 3e completely supports the older sword and sorcery style of play. Changing the rules to match those of a period where S&S was more popular isn't neccessary.

Actually, judging by artwork alone, DCCs are way more old school that C&C. Erol Otus rules.


Aaron
 
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There is one simple fact about 3E versus C&C, or any older system. The rules are simpler so that a DM is/was able to concentrate more on the story then on whether or not the mechanics/rules are being properly adhered to.

One thing people seems to forget when harping about how great 3E is, and how much better than it is than the "old" editions. 3E hasn't made the game better. The "game" is, and always has been, about having fun. I have always had fun, irregardless of whether it was OD&D, 1E, 2E, 3E, Palladium, Rolemaster, Star Trek, GURPS, Mechwarrior, Aftermath, Paranoia, Champions, Twilight 2000, Shadowrun, and so on.

So this idea that 3E is the "best" version ever is a bunch of hog wash. The only thing that has ever effected the fun of the game was the quality of the DM and players sitting at the table. The "maturity" of a game's play and story is still determined by the quality of the DM and the players sitting at the table.

The only thing "better" about 3E is its presentation of rules and how those rules can be easily understood through the D20 mechanic. So if your all about rules then 3E is the "best" version ever, of D&D. If your games are about fun and a certain type of story, mature, monty haul, low magic, medium magic, powergaming, whatever; then a good quality DM and (good quality) group of players can accomplish this with any rules set.

Don't blind yourself into believing 3E makes the game as good as it is. The players and DM make the game as good as it is, 3E is just as much of a tool for you to use for having fun as any other gaming product. Irregardless of the system or edition.


So C&C isn't about being a better rules set, it is about giving a simple set of rules mechanics to allow for a good quality DM, with his good group of players, to have fun with whatever type of stories they like, with an easy to remember rules system. Rather than sitting there "breaking" the flow of the game and story, to look up the 100's of rules or feats definitions.

So all you really need to decide is this. What is more important, rules to control every aspect of a game, or rules to guide a story for everyone to have fun playing out? Once you decide which is more important to you, choose your game system accordingly.
 

Treebore said:
So all you really need to decide is this. What is more important, rules to control every aspect of a game, or rules to guide a story for everyone to have fun playing out? Once you decide which is more important to you, choose your game system accordingly.

Except that I have, and continue to do both of those with 3e. There are actually a good amount of people out there that can juggle both the 'complex' rules of 3e and a compelling story at the same time.

But you're right, it IS about the DMs and the players. If you want a simpler rules system, go for C&C, but that doesn't mean the story will be in any way different or better or there will even be more time to work on it. THAT depends on the DM/CK as much as anything else.
 

Henry said:
Mythmere1,
Your story of trying to immerse yourself in earlier muscial and gaming material is to me the definition of nostalgia. Perhaps "nostalgia" has a negative value judgment implied in today's culture, but I don't see one myself.
Dang it, you beat me to the punch.

But yeah, what he said. Nostalgia isn't a dirty word to me. The bottom line: have fun when you are playing, or don't bother. If C&C or Conan d20 or 3.5 or 1E AD&D does it for you, more power to you.
 

I'll take Henry's post as the one addressing and exemplifying most of these responses.

Henry said:
Mythmere1,

Your story of trying to immerse yourself in earlier muscial and gaming material is to me the definition of nostalgia. Perhaps "nostalgia" has a negative value judgment implied in today's culture, but I don't see one myself.

My point with the story of what I was doing prior to C&C was that these activities weren't immersion for the sake of immersion (which would be nostalgic), but as a tool to recapture the story form - which I didn't realize at the time.


Here's the thing: when I look at AD&D, and its inspirations, I don't see "average joes" ANYWHERE. Conan, Fafhrd, the Mouser, Solomon Kane, Aragorn, Legolas, and even back to Roland, Beowulf, and King Arthur - these were by NO means average people - they were a cut above the rest even from birth! The most average one were the LOTR hobbits, and they were the exception to the rule. The stories of old were about exceptional individuals who were larger than life; even stories about Conan & Arthur in their youth accentuate their destiny for greatness. They were the "superheroes" of their day.

They were all a cut above, but usually in only a couple of respects. Nor were they superhuman (with the exception, I think, of Beowulf and Sir Gawain and Elric, whom you don't mention). It may indeed be a matter of degree, as you address below. Consider, though, Cugel the Clever and many others of Vance's characters. Consider the characters of fairy tales: Jack and the Beanstalk, seven at a blow, and many others. Most importantly, consider that these characters didn't fight monsters that presented the vast threat of high level monsters in 3E. The threats were personally dangerous, but not world-threatening. Elric, Legolas and Aragorn confronted such threats, but didn't stand toe to toe with them in combat - they either exploited a weakness or evaded the threat by guile.

I think the difference in storytelling you're denoting comes from a different set of numbers. What was exceptional then is not exceptional now. It's like, to use examples, the game of Battletech, or Star Fleet Battles. As the game evolved, the numbers kept creeping higher and higher, the same way that muzzle velocities on guns did over the past 300 years, or how the lethality of weapons of war kept increasing as time went on. Compared to a 3E character, a 1E character will be an "average" joe; but when 1E was just Advanced D&D, the characters you and I created WERE superheroes; after all, they were compared to Orcs and zero-level humans!

This is true, although it's not just numbers, it's the proliferation of superhuman traits as well as the relative power. As you point out, the heroes vastly exceeded normal people even in 1E. Yet I think the spread is greater: in 3E, the characters increase their ability scores. They become personally more "super" in ways that aren't just linked to hit points and to hit bonuses.

I know many reasons for liking C&C, but a difference in mythic basis isn't one of them. I'd say rather that it's a difference in gaming basis; what were core values of a game system then are quite different from now. Self-reliance of the gaming group a la 1E has been replaced with clearly delineated and spelled-out shades of gray, and rules to handle most situations a la d20.

Rules, quantity of rules, and the effect thereof are a definite distinction, and add or subtract different good qualities of each game. In addition, however, such differences as adding ability scores tend to push one game and the other toward a different "feel" as well. By this, I don't mean the plot of the story - nor do I mean that either game system can't be used in the other folkloric formula (see Necromancer's successful invocation of the 1E feel using 3E rules. I mean that each game system nudges the game toward a particular mode of heroism that's emblematic of different styles of story evolution.

As to 2E, I refer to the fact that DMs are strongly encouraged not to kill the characters, unlike 1E and 3E.
 

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