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<blockquote data-quote="Philotomy Jurament" data-source="post: 3615103" data-attributes="member: 20854"><p>I think that's right on the money; and not just with playtests, but with C&C campaigns, in general. Just from browsing the C&C-oriented boards, you can see that there's a huge amount of house ruling and variety going on. My C&C games are pretty close to "by the book," but I have a few house-rules, too (initiative and surprise). Others have codified skill or feat systems (beyond just using the SIEGE engine), changes to the character classes, XP tables, et cetera.</p><p></p><p>C&C reminds me of OD&D(1974) in this: it's a system that seems to invite tinkering and customization. And individual GMs are running C&C games that are recognizably C&C, but also have noticeable rules differences from campaign-to-campaign. To me, this isn't a problem, but rather an asset.</p></blockquote><p></p>
[QUOTE="Philotomy Jurament, post: 3615103, member: 20854"] I think that's right on the money; and not just with playtests, but with C&C campaigns, in general. Just from browsing the C&C-oriented boards, you can see that there's a huge amount of house ruling and variety going on. My C&C games are pretty close to "by the book," but I have a few house-rules, too (initiative and surprise). Others have codified skill or feat systems (beyond just using the SIEGE engine), changes to the character classes, XP tables, et cetera. C&C reminds me of OD&D(1974) in this: it's a system that seems to invite tinkering and customization. And individual GMs are running C&C games that are recognizably C&C, but also have noticeable rules differences from campaign-to-campaign. To me, this isn't a problem, but rather an asset. [/QUOTE]
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