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Once you go C&C, you never go back
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<blockquote data-quote="jdrakeh" data-source="post: 3913560" data-attributes="member: 13892"><p>I just thought of a better way to convey what I'm getting at. Look at the following statements: </p><p></p><p>A: "I can do anything with C&C!" </p><p>B: "C&C can do anything!"</p><p></p><p>I'd say that the first of these statements may well be true, while the latter is undoubtedly false. Why? As designed, C&C <em>only</em> includes rules for class-based medieval-ish vanilla fantasy. Point blank, it doesn't have rules for anything else incorporated into its design.</p><p></p><p>The second statement above, if taken at face value, is an expression that the C&C RAW facilitates any and all possible play modes and genres (which, of course, they don't). This is the kind of disingenuity that I'm talking about, and the kind of matter of fact statement that often sparks flamewars. </p><p></p><p>The first statement above, OTOH, says only that the individual can <em>use</em> C&C to do anything, which makes no claim as to the all-encompassing nature of the rules. Rather, this statement addresses the reality that if the individual is willing to create their own rules for X to be used in conjunction with C&C they can, if fact, use C&C to do X. </p><p></p><p>That's a truthful assessment of the system. Of any system, really. If you're willing to design your own rules for gun-fu in Red Box D&D, Red Box D&D wil do gun-fu. It doesn't do it by design, though, and the credit for gun-fu isn't due Red Box D&D but, rather, the guy who took the time to design those houserules. </p><p></p><p>Saying that C&C can do anything by design, is not a truthful assessment of the system. If it actually <em>could</em> do anything by design, you wouldn't need to create rules for, well. . . anything. Because things that a game does by design, it provides rules for. And, clearly, C&C does not provide rules for <em>anything</em>.</p></blockquote><p></p>
[QUOTE="jdrakeh, post: 3913560, member: 13892"] I just thought of a better way to convey what I'm getting at. Look at the following statements: A: "I can do anything with C&C!" B: "C&C can do anything!" I'd say that the first of these statements may well be true, while the latter is undoubtedly false. Why? As designed, C&C [i]only[/i] includes rules for class-based medieval-ish vanilla fantasy. Point blank, it doesn't have rules for anything else incorporated into its design. The second statement above, if taken at face value, is an expression that the C&C RAW facilitates any and all possible play modes and genres (which, of course, they don't). This is the kind of disingenuity that I'm talking about, and the kind of matter of fact statement that often sparks flamewars. The first statement above, OTOH, says only that the individual can [i]use[/i] C&C to do anything, which makes no claim as to the all-encompassing nature of the rules. Rather, this statement addresses the reality that if the individual is willing to create their own rules for X to be used in conjunction with C&C they can, if fact, use C&C to do X. That's a truthful assessment of the system. Of any system, really. If you're willing to design your own rules for gun-fu in Red Box D&D, Red Box D&D wil do gun-fu. It doesn't do it by design, though, and the credit for gun-fu isn't due Red Box D&D but, rather, the guy who took the time to design those houserules. Saying that C&C can do anything by design, is not a truthful assessment of the system. If it actually [i]could[/i] do anything by design, you wouldn't need to create rules for, well. . . anything. Because things that a game does by design, it provides rules for. And, clearly, C&C does not provide rules for [i]anything[/i]. [/QUOTE]
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