There are so many threads in which Castles & Crusades is being compared to one game or another - mainly 3E (fairly obviously) and now Blue Rose. These discussions have almost exclusively focused on game mechanics: Blue Rose has three archetypes, 3E has varied skills, Castles & Crusades has the SIEGE engine for skill resolution, etc.
I think these discussions miss the point almost entirely. I know they miss the point with Castles & Crusades, and I suspect they miss the point with Blue Rose and other alternate systems as well.
The point of an alternate rules system isn't to have an alternate rules system; it's to have a game that provides a different gaming feel from other games. I'm certain that the "Romantic Fantasy" tag on BR indicates that the designers were aiming for a different feel from normal d20. I'm sure that Wulf would point out that a "Grim Tale" is defined by the feel of play, not by the rules system. Deadlands' rule system (the original, not the d20) provided a wonky and unreliable feel, totally consonant with the setting.
What's important about Castles & Crusades isn't the minutiae of whether there are skills or whether characters can be optimized or balanced like in 3E. What's important to Castles & Crusades (and other alternate systems) is the overall feel of the game in play.
This is extraordinarily hard to convey over the net, and I wish I could adequately convey what it is that makes Castles & Crusades so remarkable. If I were to try and compare what's really important about Castles & Crusades vis a vis BR or GT, it's not so much the rules themselves, but their cumulative effect.
All these games have a ghost in the machine. We play them for the ghost, not for the machine.
When someone once described original Deadlands as "wonky," that single word really hit the nail on the head. I've heard Castles & Crusades described as "old school," and that approaches it but doesn't capture the game's essence. It's not a nostalgia game. In fact, most of the people I've seen on the boards describe the nostalgia component as the excitement of the old days, not the game of the old days. I focus more on the fact that BR is described as "Romantic Fantasy" than the fact that the three archetypes draw on d20 modern rather than on 3E. "Romantic Fantasy" tells me more. "Grim" in Grim Tales tells me more than the fact that it's a distillation of the "best" rules in d20.
Castles & Crusades hasn't yet gotten a good tag line that captures the ghost in its machine.
Anyone else feel this way?
I think these discussions miss the point almost entirely. I know they miss the point with Castles & Crusades, and I suspect they miss the point with Blue Rose and other alternate systems as well.
The point of an alternate rules system isn't to have an alternate rules system; it's to have a game that provides a different gaming feel from other games. I'm certain that the "Romantic Fantasy" tag on BR indicates that the designers were aiming for a different feel from normal d20. I'm sure that Wulf would point out that a "Grim Tale" is defined by the feel of play, not by the rules system. Deadlands' rule system (the original, not the d20) provided a wonky and unreliable feel, totally consonant with the setting.
What's important about Castles & Crusades isn't the minutiae of whether there are skills or whether characters can be optimized or balanced like in 3E. What's important to Castles & Crusades (and other alternate systems) is the overall feel of the game in play.
This is extraordinarily hard to convey over the net, and I wish I could adequately convey what it is that makes Castles & Crusades so remarkable. If I were to try and compare what's really important about Castles & Crusades vis a vis BR or GT, it's not so much the rules themselves, but their cumulative effect.
All these games have a ghost in the machine. We play them for the ghost, not for the machine.
When someone once described original Deadlands as "wonky," that single word really hit the nail on the head. I've heard Castles & Crusades described as "old school," and that approaches it but doesn't capture the game's essence. It's not a nostalgia game. In fact, most of the people I've seen on the boards describe the nostalgia component as the excitement of the old days, not the game of the old days. I focus more on the fact that BR is described as "Romantic Fantasy" than the fact that the three archetypes draw on d20 modern rather than on 3E. "Romantic Fantasy" tells me more. "Grim" in Grim Tales tells me more than the fact that it's a distillation of the "best" rules in d20.
Castles & Crusades hasn't yet gotten a good tag line that captures the ghost in its machine.
Anyone else feel this way?
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