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TOCC, a new free D&D alternative
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<blockquote data-quote="was_fired" data-source="post: 4399275" data-attributes="member: 74493"><p>Tirian, I wish I was in marketing so I could answer your question with some wonderful bit of clever glib that really meant nothing in the end, but I'll do my best to replace that with a substantive answer. TOCC doesn't stand out because of it's setting since there is no default setting, and in all honesty that's what really catches peoples' eyes first when they look at a game.</p><p></p><p>I could say that TOCC is a game where you're surrounded by horrible demons trying to eat you, but that doesn't make it a horror game. Nor does that always have to be the case. I could say that TOCC is a game of epic adventure where players try to save the world from untold evil, but again that's up to the GM and the group. One of the things that makes TOCC stand out is how little attachment players are forced to have with the world around them. Money is only a problem when characters let it be a problem. Equipment isn't very hard to come by and there are no expensive magical items like in D&D. In TOCC the only magical items could as easily come from the tomb of an ancient king as they could from the dagger you had at level one which bathed in the blood of so many innocents that it awakened in a demon weapon.</p><p></p><p>You could accumulate piles of gold by grave robbing, but that won't make you any stronger. You could raise massive armies around you and conquor nations. You could become a demon hunter in order to safeguard the lives of innocents. All of that depends on your character's personality, and none of it is rewarded or punished more than any other option.</p><p></p><p>Since TOCC is a new game we haven't seen very many campaigns but here is what we have had (at least from GMs that contacted me). In one campaign players were elite soldiers on a pirate ship that was caught up in a world changing and time altering series of events. In another campaign the players spent the campaign escaping the demonic lands of their birth into a kingdom controlled by a lich who they then joined in order to assault their former home. In another campaign the players wandered around the countryside between archeological sites in an effort to uncover a lost piece of history, and doing so bit off more than they could chew.</p><p></p><p>So what makes TOCC unique? I haven't the faintest clue, but I haven't seen a better alternative yet even if it won't stand the test of time.</p></blockquote><p></p>
[QUOTE="was_fired, post: 4399275, member: 74493"] Tirian, I wish I was in marketing so I could answer your question with some wonderful bit of clever glib that really meant nothing in the end, but I'll do my best to replace that with a substantive answer. TOCC doesn't stand out because of it's setting since there is no default setting, and in all honesty that's what really catches peoples' eyes first when they look at a game. I could say that TOCC is a game where you're surrounded by horrible demons trying to eat you, but that doesn't make it a horror game. Nor does that always have to be the case. I could say that TOCC is a game of epic adventure where players try to save the world from untold evil, but again that's up to the GM and the group. One of the things that makes TOCC stand out is how little attachment players are forced to have with the world around them. Money is only a problem when characters let it be a problem. Equipment isn't very hard to come by and there are no expensive magical items like in D&D. In TOCC the only magical items could as easily come from the tomb of an ancient king as they could from the dagger you had at level one which bathed in the blood of so many innocents that it awakened in a demon weapon. You could accumulate piles of gold by grave robbing, but that won't make you any stronger. You could raise massive armies around you and conquor nations. You could become a demon hunter in order to safeguard the lives of innocents. All of that depends on your character's personality, and none of it is rewarded or punished more than any other option. Since TOCC is a new game we haven't seen very many campaigns but here is what we have had (at least from GMs that contacted me). In one campaign players were elite soldiers on a pirate ship that was caught up in a world changing and time altering series of events. In another campaign the players spent the campaign escaping the demonic lands of their birth into a kingdom controlled by a lich who they then joined in order to assault their former home. In another campaign the players wandered around the countryside between archeological sites in an effort to uncover a lost piece of history, and doing so bit off more than they could chew. So what makes TOCC unique? I haven't the faintest clue, but I haven't seen a better alternative yet even if it won't stand the test of time. [/QUOTE]
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