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who else loves the C&C...?
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<blockquote data-quote="Shadowslayer" data-source="post: 3350580" data-attributes="member: 8400"><p>I've heard the arguments saying "Well, the CKG isn't necessary for gameplay" and I'll go along with that. I've been playing a pretty long time and have the tools to create a campaign. Those old AD&D books are proving their worth once again.</p><p></p><p>But I still think a CKG should've been some kind of priority. If you look at what's been said about it, C&C has largely been a grassroots movement. Its basically been created by players for players, and it shows in its presentation. Most of the C&C fans posting on the boards, here and at the Troll Lord and Dragonsfoot boards are experienced gamers who are looking for a lighter option to 3x. These are the guys who don't need a CKG.</p><p></p><p>I look through my C&C PH and M&T, and I don't see anything about running a campaign. I don't see anything about adventure creation, dungeon creation or encounter creation. I don't see any lists, noble titles, how to create a city, forms of government, creating villains...not even a random harlot table. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> There's nothing here to advance the storytelling aspect of the game.</p><p></p><p>Now, if this is only intended as a grassroots game that will only ever be a grassroots game, then fine...I suppose telling new CKs to scour the internet for fan-created material and to go to Ebay looking for old AD&D books works. (I'd say it's a crummy business model, but then again, I'm not a businessman.)</p><p></p><p>What they seem to be missing the boat on is that C&C is a good game. Its simple. It's flexible enough to expand upon. But more importantly, its a great introductory RPG with an awesome entry cost...the 2 books cost me less than a 3x players handbook. So you've got this great game, but its only rules so far. Running a campaign is more than just rules, and newbie CKs should have a little hand in crafting thir games....without being told they have to the net, or to buy books for a <em>different</em> game to get what they need.</p><p></p><p>That's all I'm saying.</p><p></p><p>And as a side note, I'm concerned that, from what I've read, that the CKG is shaping up as some sort of "Bucket 'O' House Rules" rather than an actual campaign guide. (Please tell me if I'm wrong...I hope I am.) </p><p></p><p>I'm a C&C fan. I run it whenever I can. I'm a member of the "Crusade" and will shout it from the rooftops. But from the outside looking in, there's still a few important pieces missing IMO.</p></blockquote><p></p>
[QUOTE="Shadowslayer, post: 3350580, member: 8400"] I've heard the arguments saying "Well, the CKG isn't necessary for gameplay" and I'll go along with that. I've been playing a pretty long time and have the tools to create a campaign. Those old AD&D books are proving their worth once again. But I still think a CKG should've been some kind of priority. If you look at what's been said about it, C&C has largely been a grassroots movement. Its basically been created by players for players, and it shows in its presentation. Most of the C&C fans posting on the boards, here and at the Troll Lord and Dragonsfoot boards are experienced gamers who are looking for a lighter option to 3x. These are the guys who don't need a CKG. I look through my C&C PH and M&T, and I don't see anything about running a campaign. I don't see anything about adventure creation, dungeon creation or encounter creation. I don't see any lists, noble titles, how to create a city, forms of government, creating villains...not even a random harlot table. ;) There's nothing here to advance the storytelling aspect of the game. Now, if this is only intended as a grassroots game that will only ever be a grassroots game, then fine...I suppose telling new CKs to scour the internet for fan-created material and to go to Ebay looking for old AD&D books works. (I'd say it's a crummy business model, but then again, I'm not a businessman.) What they seem to be missing the boat on is that C&C is a good game. Its simple. It's flexible enough to expand upon. But more importantly, its a great introductory RPG with an awesome entry cost...the 2 books cost me less than a 3x players handbook. So you've got this great game, but its only rules so far. Running a campaign is more than just rules, and newbie CKs should have a little hand in crafting thir games....without being told they have to the net, or to buy books for a [I]different[/I] game to get what they need. That's all I'm saying. And as a side note, I'm concerned that, from what I've read, that the CKG is shaping up as some sort of "Bucket 'O' House Rules" rather than an actual campaign guide. (Please tell me if I'm wrong...I hope I am.) I'm a C&C fan. I run it whenever I can. I'm a member of the "Crusade" and will shout it from the rooftops. But from the outside looking in, there's still a few important pieces missing IMO. [/QUOTE]
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