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The Ghost in the Machine - Castles & Crusades (and GT, BR, DL, 3E, etc)
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<blockquote data-quote="Mythmere1" data-source="post: 2100130" data-attributes="member: 26563"><p>d20 Modern was my best guess based on limited familiarity - I haven't read UA - in d20 modern the three classes are based on a similar model, and that's all I was familiar with. I defer, here.</p><p></p><p></p><p></p><p>I hear you - that's where I started the search that led me to Castles & Crusades. My 10 year old is mildly autistic, and can't handle the full 3E ruleset even though he devours Monster Manuals and plays Baldur's Gate avidly. Castles & Crusades has such a quick learning curve that he picked it up right away, and so did my 8 year old. I owe TLG a real debt for designing a game I can play with my kids, because they love the fantasy genre. We tried 3E, but it was an attention-span disaster. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Whether a game is rules light or not, though, is somewhat beside the point - as I said in the original post, I don't think this sort of analysis conveys what a game is really about. General rules-lightness has a qualitative as well as a quantitative effect - Castles & Crusades' faster pace changes the feel of the game (to my mind, into something more exciting and heroic) - and that's the important part.</p><p></p><p></p><p></p><p>I like the idea of these percentages - they do convey at least a basic idea of the "ghost in the machine" for those familiar with the systems used as a reference point. I haven't played either feng shui or fusion. I'd differ slightly on the Castles & Crusades as 90% AD&D and 10% 3E. There's something else in that mix.</p><p></p><p>Maybe this, breaking out of the system model (and not entirely sensical):</p><p>40% AD&D as it actually is (was)</p><p>20% How you remember AD&D through rose-colored glasses</p><p>10% 3E</p><p>5% Freakin' easy to prepare adventures</p><p>5% Fun-to-read rulebooks with high-flown vocabulary and over-dramatic examples</p><p>10% That weird combo of Sword & Sorcery, Medieval grit, and Jack Vance</p><p>10% something else</p><p></p><p>The "something else" can probably be described using a game system I'm not familiar with. It's the streamlined skill system model that isn't 3E - bundled skills. I'm sure other games have done this before C&C.</p></blockquote><p></p>
[QUOTE="Mythmere1, post: 2100130, member: 26563"] d20 Modern was my best guess based on limited familiarity - I haven't read UA - in d20 modern the three classes are based on a similar model, and that's all I was familiar with. I defer, here. I hear you - that's where I started the search that led me to Castles & Crusades. My 10 year old is mildly autistic, and can't handle the full 3E ruleset even though he devours Monster Manuals and plays Baldur's Gate avidly. Castles & Crusades has such a quick learning curve that he picked it up right away, and so did my 8 year old. I owe TLG a real debt for designing a game I can play with my kids, because they love the fantasy genre. We tried 3E, but it was an attention-span disaster. :) Whether a game is rules light or not, though, is somewhat beside the point - as I said in the original post, I don't think this sort of analysis conveys what a game is really about. General rules-lightness has a qualitative as well as a quantitative effect - Castles & Crusades' faster pace changes the feel of the game (to my mind, into something more exciting and heroic) - and that's the important part. I like the idea of these percentages - they do convey at least a basic idea of the "ghost in the machine" for those familiar with the systems used as a reference point. I haven't played either feng shui or fusion. I'd differ slightly on the Castles & Crusades as 90% AD&D and 10% 3E. There's something else in that mix. Maybe this, breaking out of the system model (and not entirely sensical): 40% AD&D as it actually is (was) 20% How you remember AD&D through rose-colored glasses 10% 3E 5% Freakin' easy to prepare adventures 5% Fun-to-read rulebooks with high-flown vocabulary and over-dramatic examples 10% That weird combo of Sword & Sorcery, Medieval grit, and Jack Vance 10% something else The "something else" can probably be described using a game system I'm not familiar with. It's the streamlined skill system model that isn't 3E - bundled skills. I'm sure other games have done this before C&C. [/QUOTE]
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