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DCC RPG BETA, June 8th
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<blockquote data-quote="Vyvyan Basterd" data-source="post: 5605726" data-attributes="member: 4892"><p>Oh, it's definitely what I'm hearing, not exactly what you wrote. I didn't mean any offense either, but some of your positive comments seemed rather negative to me. But, that's a common matter of perspective and taste.</p><p></p><p></p><p></p><p>"That group" is my old AD&D group from 1985. Getting the Chessex mat back then wasn't required, but it sure made communication easier when it came to who was where.</p><p></p><p></p><p></p><p>I was commenting more on your comment "don't have to think so hard." You'll also find many threads around here talking about how 4E "dumbed down" D&D and here you are saying that one doesn't have to "think so hard" when playing DCCRPG. See what I mean?</p><p></p><p></p><p></p><p>It unfolds from game play. But I've seen that development grind to a halt when characters are dying numerous cheap deaths. It becomes more like a game of Paranoia. "Hi, I'm Bob the VIII!" "You look trustworthy, Bob the VIII, join our party!"</p><p></p><p></p><p></p><p>The charts give me pause. Not because they're too cumbersome. Some quick copying to full sheets or even a card will make it easy enough. The randomness of charts like the ones in DCCRPG is fun at first, but becomes repetitive over time. We used Arms Laws for Rolemaster in 1E AD&D. The first time someone fumbled and rolled "tripped over an unseen imaginary dead turtle" it was fun. The 20th time, not so much. I've found that if I am going encounter repetitiveness, I will enjoy myself much more if the outcome is reliable. Like a D&D spell of any edition. The (usually) only variable is hit or miss (or save/no save). Otherwise the spell always does what's advertised.</p><p></p><p></p><p></p><p>Of course. I just thought you might want to hear what others are reading into from your review. And I'm trying to get a better idea whether my concerns are common amongst those who've played. </p><p></p><p></p><p></p><p>I appreciate the further clarifications.</p></blockquote><p></p>
[QUOTE="Vyvyan Basterd, post: 5605726, member: 4892"] Oh, it's definitely what I'm hearing, not exactly what you wrote. I didn't mean any offense either, but some of your positive comments seemed rather negative to me. But, that's a common matter of perspective and taste. "That group" is my old AD&D group from 1985. Getting the Chessex mat back then wasn't required, but it sure made communication easier when it came to who was where. I was commenting more on your comment "don't have to think so hard." You'll also find many threads around here talking about how 4E "dumbed down" D&D and here you are saying that one doesn't have to "think so hard" when playing DCCRPG. See what I mean? It unfolds from game play. But I've seen that development grind to a halt when characters are dying numerous cheap deaths. It becomes more like a game of Paranoia. "Hi, I'm Bob the VIII!" "You look trustworthy, Bob the VIII, join our party!" The charts give me pause. Not because they're too cumbersome. Some quick copying to full sheets or even a card will make it easy enough. The randomness of charts like the ones in DCCRPG is fun at first, but becomes repetitive over time. We used Arms Laws for Rolemaster in 1E AD&D. The first time someone fumbled and rolled "tripped over an unseen imaginary dead turtle" it was fun. The 20th time, not so much. I've found that if I am going encounter repetitiveness, I will enjoy myself much more if the outcome is reliable. Like a D&D spell of any edition. The (usually) only variable is hit or miss (or save/no save). Otherwise the spell always does what's advertised. Of course. I just thought you might want to hear what others are reading into from your review. And I'm trying to get a better idea whether my concerns are common amongst those who've played. I appreciate the further clarifications. [/QUOTE]
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