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Interesting Ryan Dancey comment on "lite" RPGs
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<blockquote data-quote="Henry" data-source="post: 2391054" data-attributes="member: 158"><p>Boy, leave a place for a few days, and City calls in a wrecking crew... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Having recently played several games of C&C as a light-prep alternative to NO gaming due to lack of prepared DM's and low player turnout, I have to call foul on the <em>apparent</em> statements in Ryan Dancey's quote. Prep-time dramatically decreased and play-time dramatically increased for C&C over our usual D&D games; We finished around 40% of the Caves of Chaos in B2 PLUS got through a meaningful bit of roleplaying in the Keep, where they established relationships and a base of operations in only THREE sessions, as opposed to similar activities taking anywhere from 4 to 6 sessions in a 3E game. The biggest differences were in number of players playing (4 versus 6 players), and in combats (combats in the C&C games involved far larger numbers of opponents than in a similar 3e game session), and in DM adjudications (actions taking less time for me to adjudicate in C&C versus 3E); any of these could have had an effect, but the general experience was one of increased resolution speed and a feeling of "getting more adventuring done."</p><p></p><p>YET...</p><p></p><p>...Our favorite system is still 3E and d20-based games. The amount of customization and feeling of ownership of characters by the players is worth the additional prep time, when circumstances permit. If I want to play something quickly on the fly, C&C is the game I'd pick (especially with my handy 5-page cheat sheets I've now created). If we have our usual 5 to 6 hours a session and 5 or 6 players, however, 3E or d20-based game is our preferred game.</p><p></p><p></p><p></p><p></p><p>Actually, he may well mean a two-way -- as in, he was the one speaking to the groups doing the test. In a one-way, the groups don't know they're being tested, or they are deceptively being told they're being tested for something else. In two-way, they know more or less what they are being tested for.</p><p></p><p></p><p></p><p>I can agree with this, strictly because what you are familar with is quicker to you than what is unfamiliar. In fact, it's one of the main principles behind OGL and d20 -- less time familiarizing yourself with totally new rules is more time spent getting into the game.</p><p></p><p></p><p></p><p>Oh, I've seen it for sure -- but it involved a group VERY familiar with said rules. In a group where all members are familiar with the rules and on the same page mechanically and dramatically, even Synnibarr could roll like an Earnhardt Stock Car. But it's a lot rarer because it requires comfort with the rules -- the more rules that come in in the middle of play, the more likelihood of referencing unfamiliar rules.</p></blockquote><p></p>
[QUOTE="Henry, post: 2391054, member: 158"] Boy, leave a place for a few days, and City calls in a wrecking crew... ;) Having recently played several games of C&C as a light-prep alternative to NO gaming due to lack of prepared DM's and low player turnout, I have to call foul on the [i]apparent[/i] statements in Ryan Dancey's quote. Prep-time dramatically decreased and play-time dramatically increased for C&C over our usual D&D games; We finished around 40% of the Caves of Chaos in B2 PLUS got through a meaningful bit of roleplaying in the Keep, where they established relationships and a base of operations in only THREE sessions, as opposed to similar activities taking anywhere from 4 to 6 sessions in a 3E game. The biggest differences were in number of players playing (4 versus 6 players), and in combats (combats in the C&C games involved far larger numbers of opponents than in a similar 3e game session), and in DM adjudications (actions taking less time for me to adjudicate in C&C versus 3E); any of these could have had an effect, but the general experience was one of increased resolution speed and a feeling of "getting more adventuring done." YET... ...Our favorite system is still 3E and d20-based games. The amount of customization and feeling of ownership of characters by the players is worth the additional prep time, when circumstances permit. If I want to play something quickly on the fly, C&C is the game I'd pick (especially with my handy 5-page cheat sheets I've now created). If we have our usual 5 to 6 hours a session and 5 or 6 players, however, 3E or d20-based game is our preferred game. Actually, he may well mean a two-way -- as in, he was the one speaking to the groups doing the test. In a one-way, the groups don't know they're being tested, or they are deceptively being told they're being tested for something else. In two-way, they know more or less what they are being tested for. I can agree with this, strictly because what you are familar with is quicker to you than what is unfamiliar. In fact, it's one of the main principles behind OGL and d20 -- less time familiarizing yourself with totally new rules is more time spent getting into the game. Oh, I've seen it for sure -- but it involved a group VERY familiar with said rules. In a group where all members are familiar with the rules and on the same page mechanically and dramatically, even Synnibarr could roll like an Earnhardt Stock Car. But it's a lot rarer because it requires comfort with the rules -- the more rules that come in in the middle of play, the more likelihood of referencing unfamiliar rules. [/QUOTE]
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