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Castles & Crusades: Experiences?
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<blockquote data-quote="GreyLord" data-source="post: 5387942" data-attributes="member: 4348"><p>C&C is made to integrate all systems of D&D. I personally have run games where 3.X and 4e were integrated and run side by side (Yes, C&C is that flexible if you take the time to do things right), as well as also being able to combine 3.X and AD&D or OD&D. It's comparable to when you took OD&D characters of AD&D characters and ran them or converted them to the other system.</p><p></p><p>Edit: No offenses to ANYONE here on my below comments, this is just what I've observed from personal experiences, and as I try to clarify...C&C is more dependant on the DM then anything else</p><p></p><p>My take is if one feels 3.X, or AD&D, or any version of D&D is bland, then C&C is. C&C DOES REQUIRE inventiveness, creativity, and spontaneity as it is old school in how it handles rules, and integration. Someone who doesn't have these things will also find C&C rather boring. In that light, it is very easy for some to have a very dull experience with C&C.</p><p></p><p>On the otherhand, due to it's simplicity, and how you can integrate systems, it can be the ideal system for open minded groups and players (those who will play other RPG's instead of being stuck on one RPG). </p><p></p><p>The main thing with C&C is that it is reliant upon a DM. When I say this (as most RPG's are reliant upon having a DM) is that if you do NOT have a good DM, your experience with C&C will probably be bad. C&C, more than any of the modern systems relies on having a DM that has all the above qualities (inventiveness, creativity, and spontaneity) as well as good story telling skills, and enthusiasm.</p><p></p><p>I personally prefer C&C as the integration system I use with other systems these days, and if I h ave a feel to combine several systems C&C is my default system.</p></blockquote><p></p>
[QUOTE="GreyLord, post: 5387942, member: 4348"] C&C is made to integrate all systems of D&D. I personally have run games where 3.X and 4e were integrated and run side by side (Yes, C&C is that flexible if you take the time to do things right), as well as also being able to combine 3.X and AD&D or OD&D. It's comparable to when you took OD&D characters of AD&D characters and ran them or converted them to the other system. Edit: No offenses to ANYONE here on my below comments, this is just what I've observed from personal experiences, and as I try to clarify...C&C is more dependant on the DM then anything else My take is if one feels 3.X, or AD&D, or any version of D&D is bland, then C&C is. C&C DOES REQUIRE inventiveness, creativity, and spontaneity as it is old school in how it handles rules, and integration. Someone who doesn't have these things will also find C&C rather boring. In that light, it is very easy for some to have a very dull experience with C&C. On the otherhand, due to it's simplicity, and how you can integrate systems, it can be the ideal system for open minded groups and players (those who will play other RPG's instead of being stuck on one RPG). The main thing with C&C is that it is reliant upon a DM. When I say this (as most RPG's are reliant upon having a DM) is that if you do NOT have a good DM, your experience with C&C will probably be bad. C&C, more than any of the modern systems relies on having a DM that has all the above qualities (inventiveness, creativity, and spontaneity) as well as good story telling skills, and enthusiasm. I personally prefer C&C as the integration system I use with other systems these days, and if I h ave a feel to combine several systems C&C is my default system. [/QUOTE]
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