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I ran my first Castles & Crusades adventure
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<blockquote data-quote="Turanil" data-source="post: 2137910" data-attributes="member: 9646"><p>Today, I ran my first Castles & Crusades adventure. It was a one shot to test the game. I used the <em>Terrible Trouble at Tragidore</em> module, that came with the AD&D 2e screen. This adventure is for 4 to 6 players of levels 5-8. Actually I had 3 players of levels 10-11 (assassin, rogue, and druid; without magical items). I wanted to see how as a DM I could handle a group of relatively high level PCs. So:</p><p></p><p>-- No players knew the C&C rules, yet two knew AD&D 2e and d20, while one didn't know D&D at all. The characters were in fact done quickly and easily. Overall, the players liked the rules for being fast and easy. Yet, one mentioned that being able to bring a little customization would be a good thing.</p><p></p><p>-- As a GM I had an easy time running the adventure, and saw that I can easily run C&C up to 20th level, maybe even beyond, something that I don't want myself to bother to do with d20 (too many stuff to take into account, prep takes days). </p><p></p><p>-- Assassin, rogue, and druid are really not powerful classes, although the assassin saved the day in assassinating a 11th level drow wizard (otherwise, it would have been a TPK). I am tempted to think the wizard is among the most powerful classes. I mean, in bringing down the power level (compared to 3e), there will be more low level critters, against which the wizard spells (which basically remain the same as in 3e, even more powerful as there is no cap) are thus more effective. In fact I would rather play a rogue than a wizard in D&D 3e, but certainly would rather play a wizard than a rogue in C&C.</p><p></p><p>-- Something that seemed obvious to me with C&C: with lite rules, it is clear that a good game requires even more good players and GM. The story and creativity of players becomes all the more important.</p><p></p><p>-- My only complaint: it has nothing to do with C&C itself. I already knew that after 20 years of D&D I had grown bored of this genre, and C&C didn't change that. Maybe it's time to make a d20 Modern/Future game using the C&C game mechanics? Someday..., someday I will propose TLG that I can do it. There must be a way to do that... <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /></p></blockquote><p></p>
[QUOTE="Turanil, post: 2137910, member: 9646"] Today, I ran my first Castles & Crusades adventure. It was a one shot to test the game. I used the [I]Terrible Trouble at Tragidore[/I] module, that came with the AD&D 2e screen. This adventure is for 4 to 6 players of levels 5-8. Actually I had 3 players of levels 10-11 (assassin, rogue, and druid; without magical items). I wanted to see how as a DM I could handle a group of relatively high level PCs. So: -- No players knew the C&C rules, yet two knew AD&D 2e and d20, while one didn't know D&D at all. The characters were in fact done quickly and easily. Overall, the players liked the rules for being fast and easy. Yet, one mentioned that being able to bring a little customization would be a good thing. -- As a GM I had an easy time running the adventure, and saw that I can easily run C&C up to 20th level, maybe even beyond, something that I don't want myself to bother to do with d20 (too many stuff to take into account, prep takes days). -- Assassin, rogue, and druid are really not powerful classes, although the assassin saved the day in assassinating a 11th level drow wizard (otherwise, it would have been a TPK). I am tempted to think the wizard is among the most powerful classes. I mean, in bringing down the power level (compared to 3e), there will be more low level critters, against which the wizard spells (which basically remain the same as in 3e, even more powerful as there is no cap) are thus more effective. In fact I would rather play a rogue than a wizard in D&D 3e, but certainly would rather play a wizard than a rogue in C&C. -- Something that seemed obvious to me with C&C: with lite rules, it is clear that a good game requires even more good players and GM. The story and creativity of players becomes all the more important. -- My only complaint: it has nothing to do with C&C itself. I already knew that after 20 years of D&D I had grown bored of this genre, and C&C didn't change that. Maybe it's time to make a d20 Modern/Future game using the C&C game mechanics? Someday..., someday I will propose TLG that I can do it. There must be a way to do that... :] [/QUOTE]
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I ran my first Castles & Crusades adventure
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