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<blockquote data-quote="pemerton" data-source="post: 6642655" data-attributes="member: 42582"><p>It's B+X+C+M, edited together. So it's a reprint of that edition, but complied in a novel fashion.As [MENTION=11821]Obryn[/MENTION] points out, that has benefits (eg some rules retrofitted in later products, like the Masters rules for weapon usage, can be incorporated from low levels). It also means that you miss out on one of the virtues of the original segmented form of publication, namely, building up your familiarity and competence bit-by-bit.</p><p></p><p>But if you own the RC, you won't be wanting to fork out money on those old boxed sets unless you're a collection completist.</p><p></p><p>If you're familiar with 5e, you'll be able to follow the rules in RC without hand-holding. Though some of them will probably strike you as quirky or oddly limited compared to what you're used to. (Eg races-as-classes.)</p><p></p><p>The biggest challenge in actually running a RC game, I think, will be working out what the <em>goal</em>of play is. Some of its mechanics really hark back to classic D&D dungeon-crawl play (for a terrific discussion of that sort of play with reference to a slightly earlier version of the Basic boxed set, see <a href="https://plus.google.com/+lukecrane/posts/Q8qRhCw7az5" target="_blank">this blog post</a>). XP-for-treasure is just one example of this.</p><p></p><p>Other elements of the game - eg wilderness adventure, domain management etc - suggest a much broader scope of play, based around exploring the world and building up the PCs' place in the world. That will require a bit more work from the GM, though, as the game is missing a lot of the tools that a GM might want to use to support that style of play.</p><p></p><p>I guess the real question is, what are you hoping to do with your newly-acquired RC?</p></blockquote><p></p>
[QUOTE="pemerton, post: 6642655, member: 42582"] It's B+X+C+M, edited together. So it's a reprint of that edition, but complied in a novel fashion.As [MENTION=11821]Obryn[/MENTION] points out, that has benefits (eg some rules retrofitted in later products, like the Masters rules for weapon usage, can be incorporated from low levels). It also means that you miss out on one of the virtues of the original segmented form of publication, namely, building up your familiarity and competence bit-by-bit. But if you own the RC, you won't be wanting to fork out money on those old boxed sets unless you're a collection completist. If you're familiar with 5e, you'll be able to follow the rules in RC without hand-holding. Though some of them will probably strike you as quirky or oddly limited compared to what you're used to. (Eg races-as-classes.) The biggest challenge in actually running a RC game, I think, will be working out what the [I]goal[/I]of play is. Some of its mechanics really hark back to classic D&D dungeon-crawl play (for a terrific discussion of that sort of play with reference to a slightly earlier version of the Basic boxed set, see [url=https://plus.google.com/+lukecrane/posts/Q8qRhCw7az5]this blog post[/url]). XP-for-treasure is just one example of this. Other elements of the game - eg wilderness adventure, domain management etc - suggest a much broader scope of play, based around exploring the world and building up the PCs' place in the world. That will require a bit more work from the GM, though, as the game is missing a lot of the tools that a GM might want to use to support that style of play. I guess the real question is, what are you hoping to do with your newly-acquired RC? [/QUOTE]
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