I've read that first sentence over and over again, and I still have no idea what it's supposed to mean.
What I am being negative about is the (what I perceive to be) marketing-speak Fiffergrund is using.
I mean, how are the designers at, say, GR "detached" in comparison to Gary and the guys at TL? How is it that C&C "recognizes that gamers like to tinker and mold" any more than any other RPG ever published? Isn't something like HERO or FUDGE more of a "tinkerers" RPG than one modeled after the rigid race/class system of AD&D1e?
My my, have we all become so cynical? How about - gasp - the concept that I may have told the truth as I perceive it, instead of some manipulative marketing-speak?
It all has to do with implied permissions. This game is NOT a generic RPG, but it doesn't get in the way of folks who would like to shape it to their own ends.
Any game can put a sentence in the preface saying "change it however you like." What differentiates games is whether or not the overall design of each lends itself to easy modularity and "tinkering." HERO, FUDGE, 3E+ - all of them offer flexibility within the scope of the rules themselves - in other words, the designers saw fit to suggest to the players how to alter the game, as well as how to play it, because of the teetering monolith called "balance."
1) C&C assumes that each referee knows what's best for the balance of their individual game. (heh, a novel concept, nowadays, trusting the referee)
2) C&C's balance isn't going to decimated through removal or addition of systems, it will only be incrementally altered, depending on the nature of the change. More importantly, if the balance *is* altered, the game is transparent enough that the degree of the alteration will be readily apparent to the referee making the change.
While other games pay this notion lip service, very often, I've noticed, the rules aren't constructed to suit this philosophy.
Does this mean that C&C is the end-all-be-all? Not necessarily. People have their own preferences. All I can speak to is my own experience with it, and as a "D&D" game, it's hands-down the most liberating that I've played that still remains true to the philosophies of the original.
It doesn't make them any different.
It's just meaningless ad copy that is used when they don't have anything particular to the topic to rave about.
It's also a surprising change from Gygax's past rants on playing D&D 'his way or else'.
Geoff, it's not "meaningless ad copy." You're speaking from pure ignorance, unless you can read my mind.
As a matter of fact, I *do* have specific things I could "rave" about, but I am prevented from doing so by the NDA I signed. I resent the implication that I'm spouting forth empty platitudes for some sort of marketing ploy - I'm simply saying only what I'm allowed to say, which are my true impressions of the game.