*Happy Dance* My Grim Tales & C&C are nearly here

Henry said:
... As for C&C, my goal is more simplistic - I'm looking for something I can play D&D with like we used to as kids - a group of us guys get together, we can't run the regular game tonight, but we want to play D&D, so we crack the book, make characters on the fly in 30 minutes, and get moving.

If you have some B/X or OAD&D modules still around, then using them with C&C would be a breeze for the occasional session.
 

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As you know, most people love Castles & Crusades or hate it. Seems to depend on the overall "atmosphere-target" of your game, your desire for exact answers in the rules, and also how well you can call 3E rules to mind at a moment's notice.

When you read the CCPHB, there seems to be an "aha!" moment that comes when you get past seeing it through a 3E lens. It takes a bit to happen -- there's a stage of irritation in between, while you're still reading it as an amended version of 3E instead of a build-up from 1E. Seems very common, this pattern.
 

Well, between what I've read here and at RPGnet you guys have finally convinced me to add the C&C PHB to my Amazon Wish List.

Now I just have to convince somebody else to actually buy it. ;)
 

THEY'RE HERE!

Reviews will be forthcoming in the next few days.

First Impressions:

--NOT a big fan of the layout in C&C. I can dig the rules (I already got briefed on the majority of them earlier) but the design of the book (two column, crammed-looking text, tables de-emphasized drastically) really left me flat. Moldvay Edition and Gygax AD&D were far less cramped in style, even with less atractive artwork.

--Several things remind me of the old Moldvay D&D (the ability chart, for one) and this is a good thing.

--Liking Grim Tales' approach to Class abilities as talents and feats, and understanding the tool kit approach; lack of spells and equipment (firearms specifically) a little off-putting.

--Good artwork in Grim Tales; reminiscent of the old pulp novels to me.
 

Henry said:
Lack of spells and equipment (firearms specifically) a little off-putting.

No-win situation for me-- put them in and someone else would be complaining about content they won't use in their particular campaign.

(Mostly I just regret the spells-- I think the Equipment and Firearms chapter have more than enough to get you started.)
 




GlassJaw said:
Grim Tales really needs to come with some kind of step-by-step how-to guide that lets you convince players to put down their PHB's and try something that's *gasp* not D&D.

This would be good.

But what I would most be interested in is an itemized, difference-by-difference, listing of all the aspects which are different between Grim Tales, D20 Modern, and D&D.

I expect it might be very long, but it would be extremely helpful as a tool to remember what is different (for those who switch between rules regularly), and as a tool with which to convince other players to try it.


Regards,
Eric Anondson
 


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