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things that I'd do if I were CEO and president of TLG

Posted: Wed Jul 25, 2007 2:06 am
by jman5000
ok, first things first, this is NOT a slam towards the trolls, or C&C, but rather, one mans musings on what he'd like to see in a role playing game...

I personally have come to the conclusion that all role playing games suck! in a world of computer games, and 3rd edition D&D with lots of bells and whistles, short attention spans, A.D.D and limited $'s to be spent on hobby type products, IMO a system like C&C is next to impossible to "sell" to that stray kid who walks into a game store for the first time looking to see what this role playing thing is all about. Sell as in, with no other information than browsing the shelf, pick C&C vs, all the other games out there...

Why? all these games presume familiarity with role playing. for C&C, which so far has 256 pages of official "rules", there are exactly 5 pages on what or how to role play. that simply isn't enough especially for new players who've never role played before.

Though I think the trolls have made 2 fantastic decisions, first to keep the price of the core books low, and secondly, to make a commitment that there will not be any new official rules/editions of the core system I believe more could be done to entice an entire new generation of players, ways that veer from those done 25 years ago, which seem to be the path the Trolls want to recreate...

So, instead of retreading the same old paradigm once again where there are 3 core books, 1 for the players, 1 for the gm and one filled with monsters, I say C&C should change all that, flip it on it's head, and cater to the new (and experienced) player with a whole new paradigm. Here's how I'd have done it..

3 core rule books;

Book 1: rules and mechanics - basically the phb

Book 2: Monsters and treasure - cause this book rocks and has to exist

Book 3: Role players guide

the role players guide is not so much a how-to on gm mechanics, but more on how to BE a gm and more importantly how-to BE a player. within it's pages would be sage essays on;

- player responsibilities, gm responsibilities, defined and the unique feel of what 'old school' gaming is, your responsibility within a party, different roles etc for good adventures, different adventure types, how to build a campaign, how to run an ad-hoc adventure, ways to reward good play, the imporance of background history when creating a character, how to create NPC's that resonate. how to role play etc. etc. etc. etc..

in essence, the how-to be a great player building great characters, in great parties run by great CK's all with the unique feel of the C&C way. There is a definite "feel" to the game that the creators have tried to instill in it's modules, and products yet nary a word written on what that feel aught to be... This book would expand on that, and teach new and old alike about the C&C way of things And for all you curmudgeons who insist on doing things your own way - more power to you, you don't have to buy the book, because you already know everything you need or want to know about role playing.

once these 3 core books would be done, then I'd stick to the guns and not create new rules or splat books with new classes or races, but rather, expand upon what exists in book 1. Namely, I would love to see the following

Follow on M&T with more monsters and treasure

A "tomb of magic" which takes all the OGC spells that are out there and create a single book for all spell casting classes and have like 50 of the best spells / level in it (... that comes to something like 1800 spells in 1 book, I'm sure enough to fill a 128 page book and it would rock so much (and I don't think would be that hard to put together, as it's scraped from open content.

Continue with the adventures and modules...

and finally, I'd like to see new books detailing and expanding the different classes of the game, this would be a book useful for both CK and player as it greatly expands the understanding of this class. I'll use the illusionist as an example.

This book would describe the illusionist, what and how different races would perceive the illusionist within society and from other societies. how to build them, how to play them (based on different player types). illusionist NPC's within a game world. illusionist villains and how they could be effectively used to foil the adventurers. how an illusionist fits within a party. how one could play them in urban, wilderness and dungeon settings. a study in different prime combinations for illusionists and how that may drive different characterizations in play. when to call for siege checks, saving throws etc etc etc... but most importantly for this class, would be the spell book from the phb, but instead of just descriptions of the spells, examples of how those spells could be used in play. in different environments and in different circumstances. All geared towards expanding the options of how to play the class, how to work within a party, how to build great npc's and villains, and how to effectively use the spells given to him...

What you'll note, is that there would not be a single new rule, new sub-class or prestige class, new spell or equipment listed. it would be an exposition of how to best utilize the BtB illusionist.

others could be done for

clerics/paladins

mages

druids

fighters/barbarians/knights

rangers/monks/bards

and these would be awesome books to accompany players to a gaming table along with the rules and mechanics books..

oh well... far too long, and I'm sure nobody has read this far... role playing is fast dying IMO, and I think though the current model put forward is ok to steal market share from other games, it is not one to grow market share for the industry as a whole. I think sometimes, us oldtimers lose sight of the fact that all these books and all these rules makes this a very intimidating hobby to get involved in, not to mention trying to entice others to join you in learning how to play. We were lucky, we learned when it was popular, today, it's much harder. teaching people how to play IMO is as important as teaching people the proper rules when playing, and currently, I don't believe any product does a great job at this without forcing you to spend hundreds of dollars in supplements and 3rd party products.

ok, flame me, trash me, and tell me to shut up and how boring this was. had to get it off my chest as I've been mulling it in some form or fashion for a while now.

cheers,

J.

Posted: Wed Jul 25, 2007 2:15 am
by serleran
Quote:
Book 3: Role players guide

Have you read the description of the content of the CKG? Sure, its called a "Castle Keeper's Guide" but who sets the stage for that roleplaying? "Book 3" is what you want it to be... a tool to turn the game into what you want it to be.
Quote:
Follow on M&T with more monsters and treasure

Already happening.
Quote:
A "tomb of magic" which takes all the OGC spells that are out there and create a single book for all spell casting classes and have like 50 of the best spells / level in it

There aren't 50 good spells for each level in the Open game world. ;)
Quote:
and finally, I'd like to see new books detailing and expanding the different classes of the game

Not much of an expansion if there is nothing new to them.

Re: things that I'd do if I were CEO and president of TLG

Posted: Wed Jul 25, 2007 2:18 am
by DangerDwarf
jman5000 wrote:
IMO a system like C&C is next to impossible to "sell" to that stray kid who walks into a game store for the first time looking to see what this role playing thing is all about. Sell as in, with no other information than browsing the shelf, pick C&C vs, all the other games out there...

I understand, and like some of your points but don't believe it would fix your scenario given in the quote above. In my opinion it's the "bling" that is the attention getter and drives impulse purchases.

That aside, hell yeah some books which go in depth into the core classes would seriously kick ass.

Posted: Wed Jul 25, 2007 2:36 am
by jman5000

Have you read the description of the content of the CKG? Sure, its called a "Castle Keeper's Guide" but who sets the stage for that roleplaying? "Book 3" is what you want it to be... a tool to turn the game into what you want it to be.
You're wrong! both the players and CK's make the story and if 1 part of the equation doesn't know their roles and how to "play" then the whole thing falls apart. There needs to be a guide for both players and ck's on how to role play, much more than when to roll a surprise check

Already happening.
I know

Not much of an expansion if there is nothing new to them.
you miss the point entirely. not everyone is as awesome magnificant and awe inspiring as you in role playing. some might actually need help in understanding ways that say... silent image might be useful as a spell - the phb certainly doesn't cover that... also, some people, say coming from 3rd edition D&D who complain all the time about how limiting C&C is because it has neither feats nor skills might like a tangible object lesion in the versatility of the siege mechanic that so far is waaaay outside the scope of the books published to date (just 2 quick examples that jump to mind)... the vocal minority who flame each other over on enworld non-withstanding, and the closed feedback loop which this forum is, my guess there is a VAST silent majority whom would appreciate help in this manner. but most importantly, it gives room for the trolls to explain how they envision C&C to be run rather than just rely on the few pages dedicated to it...

Anyway. knew you'd be the first critical one posting , and all along, any suggestions like these are most assuredly not meant for the likes of you, whom are pretty set in his/her ways and only want the facts mam! nothing but the facts

anyway, like I said, just some random thoughts with no real use whatsoever...

Cheers,

J.

Posted: Wed Jul 25, 2007 2:38 am
by moriarty777
Hmm... interesting proposition (regarding Book 3)... but how would such a thing sell? When most people get into a role-playing game, they do so usually because someone else is playing them. If you have a meet and befriend a couple of people involved in a particular RPG and they invite you in, you'll probably end up picking up the books for that particular RPG once you've tried it and had fun.

A book on 'how to role-play' or 'role-playing for dummies'... may not do as well as one might think... If a player has $25 and has a choice at buying a PHB or a book on principals of role-playing, where do you think that $25 may be invested in?

That being said, through various publications, I've read many an essay of the sort and they have been interesting. Making sure there is an equal amount of material on creating campaigns and adventures and story telling suggestions is not a bad thing and there would be a market for it but it might not be as large as one might expect. It really would depend on what and exactly is in the book and how it is presented.

Hmm... there were a couple of books written by Gygax in the 80's that might contain some of what you're talking about...

'Role-Playing Mastery'
http://www.amazon.com/Role-Playing-Mast ... 0399512934

'Master of the Game'

Is this the kind of thing you were talking about?

Moriarty the Red
_________________
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Partner to Brave Halfling Publishing
http://www.arcanacreations.com

Posted: Wed Jul 25, 2007 2:43 am
by Treebore
Like Serl said, the CKG and M&T 2 cover those points.

I do think maybe a "module" sized book showing how to really play a cool character, and how to do so by fully utilizing the Primes and talking with your CK about cool ideas/concepts, while suggesting a number of concepts and how to make them work, would be a beneficial product.

Maybe fill it out with specialized equipment lists, how to create coat of Arms, etc... Which is the only part I really liked about these similiar books in 2E. I would like C&C's better because they would simply be "ideas" rather than "kits" and new rules.
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Re: things that I'd do if I were CEO and president of TLG

Posted: Wed Jul 25, 2007 2:50 am
by gideon_thorne
jman5000 wrote:
Book 3: Role players guide

Funny enough, I believe the powers that be at TLG agree with you. From my understanding of how Steve and Davis wish to present the CKG guide, it is mainly what you describe. A book which is intended to explain and expand on the philosophy behind the game and how it all works more or less.
_________________
"We'll go out through the kitchen!" Tanis Half-Elven

Peter Bradley

Posted: Wed Jul 25, 2007 3:01 am
by serleran
Quote:
You're wrong! both the players and CK's make the story and if 1 part of the equation doesn't know their roles and how to "play" then the whole thing falls apart. There needs to be a guide for both players and ck's on how to role play, much more than when to roll a surprise check.

Heh, ok, I'll bite for a second. A book that says "this is how you do this" is not a guide. It is an instruction manual. It also flies in the opposite direction that C&C intends to go, which is to not provide "rules" for things which are entirely within the confines of particular tables. If you start saying things like "you can use a silent image to mimic the facial structures of a medusa (which you can, by the way) and thereby cause someone to turn to stone (unlikely)" you end up with player-CK war and the misconstruing that some "book of class X" is somehow MORE accurate than what the CK says. It also, inadvertently leads to "rules glut." Even if its totally "optional," simply giving "permission in an 'official work'" is enough to cause problems across the board. I would rather not see material than see more of the same stuff that destroyed 2E and is currently whoring d20.

Going back to the "book on how to roleplay:" how entirely subjective and even more elitist than I am (supposedly)! Are you qualified to say what is the right and correct way to play? Am I? Is anybody? No. There are no right or wrong way, no set formula for success... some people work their way in slowly, and others dive in like its impromptu stage acting. But, I do agree that some "genre" material can be useful, like, how to change a rogue to fit a Gothic atmosphere or "how to use clerics in an atheistic world" but that's supposed to be CKG material, where the players interact with what the CK provides, which was your counter-argument, anyway.

Re: things that I'd do if I were CEO and president of TLG

Posted: Wed Jul 25, 2007 3:06 am
by jman5000
gideon_thorne wrote:
Funny enough, I believe the powers that be at TLG agree with you. From my understanding of how Steve and Davis wish to present the CKG guide, it is mainly what you describe. A book which is intended to explain and expand on the philosophy behind the game and how it all works more or less.

that would be awesomeness cubed... in my admittedly limited rpg collection (unlike some), I've picked up a number of various how to play books, how to build campaign books etc, which have cost me well over 100.00.. I'm sure much of that tribal knowledge can be distilled into a single C&C specific book to help our players and ck's excel at their game...

I find it simply unacceptable whenever the suggestion for help is to tell them to buy other peoples products, and doubly worse when teh suggestions are to buy out of print products.. thats squandered money IMO.

cheers,

J.

Re: things that I'd do if I were CEO and president of TLG

Posted: Wed Jul 25, 2007 3:23 am
by gideon_thorne
jman5000 wrote:
that would be awesomeness cubed... in my admittedly limited rpg collection (unlike some), I've picked up a number of various how to play books, how to build campaign books etc, which have cost me well over 100.00.. I'm sure much of that tribal knowledge can be distilled into a single C&C specific book to help our players and ck's excel at their game...

I find it simply unacceptable whenever the suggestion for help is to tell them to buy other peoples products, and doubly worse when teh suggestions are to buy out of print products.. thats squandered money IMO.

cheers,

J.

Steve and Davis do have an overiding vision of this game system. They have had such since the inception of the idea. Now, considering the nature of the two brothers, Steve being rather rules absent in his philosophy, and Davis being a rules mavrick, the synthesis of their combined ideas ought to be somewhere between the two.

Praps something that can be best described as 'zen' rules. Not so much mechanics themselves but suggestions and advice on how to best develop your own.
_________________
"We'll go out through the kitchen!" Tanis Half-Elven

Peter Bradley

Posted: Wed Jul 25, 2007 3:24 am
by jman5000

"you can use a silent image to mimic the facial structures of a medusa (which you can, by the way)
who says? where does it say that, and more importantly, for a brand new player (or ck), how would they ever guess that the spell could ever be used in that manner... the object is not to tell someone the limits - because I agree, that does fly in the face of C&C, but rather, to demonstrate just how limitless it really is... how many people have only ever used silent image to create a pit? somewhere, they need to be taught that there is more to that spell (as an example) than just pit making... That is what I am talking about.

It also, inadvertently leads to "rules glut."
where's the rules glut in an exposition on how wicket awesome it would be to play a str/int prime illusionist? no? you never thought of that (he asks rhetorically), well then, looky at all these really neat ways a str/int illusionist can both aid a party, aid the game, and stand out from the rest... etc etc etc.. for many, myself included because we all get into ruts, having an eye opening and mind expanding book of options (not rules, but options as in things not considered before) can only help to aid play.

for the ck, well then, rather than pitting yet another c-e int/wis prime illusionist as the big bad, now we have some great thoughts on how a str/int illusionist can be a PITA...

Are you qualified to say what is the right and correct way to play?
no, but I'm qualified to know when faced with a number of player types what kind of player I am, and what kind of game play would motivate me. I'm also qualified as CK to judge my players and see what kind of players they are, and what kinds of game play would motivate them. however, there is nothing in C&C which addresses how to cater a game to a role player vs a strategist vs a power gamer vs.. the other categorizations... important stuff IMO, because so many games fall apart due to interpersonal conflicts due to misunderstanding in how the game is to be played.

I'm also qualified to know that my game group is one that likes epic campaigns, however, I've got no friggen idea how to build one of them that doesn't overwhelm me (as an example).

Again, this is about options in the pure sense of the word. what do you do when a game grows stale? how do you record keep as a ck to save time? what are ways to quickly build a story into a campaign... these are skills which we've honed over 25 years and more of role playing... I don't think it fair to ask new players to invest that kind of time to become experts... and frankly, we all can use new thought provoking material to enhance our enjoyment of the game. this isn't elitist "thou shalt" material, but more akin to these are the lessons we've learned from a lifetime of playing and we now pass them on to you to enhance your enjoyment of the game we love so much...

my god, what can possibly be wrong with that?

cheers,

J.

Posted: Wed Jul 25, 2007 3:24 am
by serleran
Don't most people suggest the Gygaxian Fantasy Series? I thought there were a lot of people saying stuff about World Builder, Living Fantasy, and the like. Of course, a lot of people here have the OAD&D DMG, too so they naturally state it as a great book.

Obviously getting more people to buy a TLG product is in the best interest of TLG.

Total agreement there.

Posted: Wed Jul 25, 2007 4:29 am
by gideon_thorne
*chuckles* Course, as CEO of TLG what you would really be doing is spending 36 hours a day on the phone.
_________________
"We'll go out through the kitchen!" Tanis Half-Elven

Peter Bradley

Posted: Wed Jul 25, 2007 5:16 am
by Zulgyan
I think that "a book to be good roleplayer" is mostly useless.

No one needed such a book in the old days. And there is allready PLENTY of books like that.

For example the 2nd Edition DMG was like that. You read it once, said: "it's nice", and forever store it in a box cause the book has no utility. Not like the 1st Ed DMG i've used in every edition of D&D i've runned. There are adviced to "how to be good", but the are minimal and too the point. The author trusts the DM's common sense and hands in the REAL stuff.

Now, the "how to make your own game", or "house rulers dream come true" looks more innovative and certainly VERY interesting! If the CKG is like that, I would love it.

Posted: Wed Jul 25, 2007 11:21 am
by Tank
I think the way to get kids to start role-playing is to advertise during afternoon T.V. shows like G.I. Joe. That's how I got started.

Obviously, the Trolls don't have the marketing budget to pay for TV spots, but I never understood why bigger companies stopped doing this. If they still showed cool scenes of barbarians cutting down orcs and saving bikini-clad princesses, every nine year old in America would want to play. It might even work without bikini princesses.

Obviously, Harry Potter is very big right now as well -- with both genders, I might add. The first company that figures out how to tap into that market (just as TSR capitalized on popular fantasy of the seventies) will find themselves in a good situation. I'm not suggesting that the Trolls head in this direction, but I just wanted to throw that out there.

Posted: Wed Jul 25, 2007 11:50 am
by Breakdaddy
Nice food for thought. We'll have to wait and see how everything pans out in reality, but like Pete said, some of these ideas aren't far from what Davis and Steve are currently working on.

Posted: Wed Jul 25, 2007 12:35 pm
by jman5000
Zulgyan wrote:
I think that "a book to be good roleplayer" is mostly useless.

No one needed such a book in the old days. And there is allready PLENTY of books like that.

Yes, but back in 1970's or 1980's or whenever you learned to play, you didn't have 500 tv channels, MMORPG's, Massive competition in role playing games, nintentdo wii and the like competing for your time and money. Kids of today ARE different than when we were kids. they don't have the patience nor the time to devote to 'learn' the tribal knowledge we have through searching for, finding, playing with, and learning over the course of many years... we had nothing better to do back in the day (relatively speaking), they have LOTS of better to do's, if they are not captivated FAST, and hit with a hammer of FUN knowledge, we lose them to other forms of entertainment which does.

also, the games today are much more complicated than they were in bygone ages. they are more sophisticated, more complex, more detailed, and demand more from both ck's and players.

yet there's this default assumption that "by golly, this is the way I did it in my youth, it's therefore the right and only way for kids today to do it"

Just look at any role playing game today, anyone, and compare it to red box basic (what got me started), and try to tell me that thing have gotten easier for new players? I personally don't think so. why was it ok in that edition to have a section on the what, how and why's or role playing but [sniff] we're too good to have that same sort of thing today. Especially when dealing with a culture that has become one of pampered indulgence, spoon fed everything, the expectation that they must figure it out on their own goes directly against all the other pulls on them that are telling them how to do things..

and telling people the only resource you need, is from an out of print book which is older than most of these new kids is just simply brain dead. at the same time, why not tell them to pick up an 8-track for their music needs and a film projector to watch movies... it might have been a great book in its day, but it's day is over. there needs to be something modern, current and resonates with the players of today, that understands the changing times and markets to a very different creature - the youth of the 2000's. Finally, yes there are materials out there that cover all of this, but it will cost them hundreds of dollars, they will have to pick up books for different game systems (and run the risk of losing those players to other, more complete games - to them), and supplements that have no direct relationship to the "feel" of C&C.. why not rather then telling these people to spend their money elsewhere, get them to spend it here - because obviously, no matter how "useless" you think it might be, they must sell, else they wouldn't continue making more of them... That's just simple supply/demand economics.

All forms of entertainment has realized this change in the consumer, adapted to it and those that "get" it, prosper - the role playing industry, with it's legions of "old-school" adherents who are too jaded in the "glory days" are dying for a reason, I don't think many of us "get it", in fact, C&C with it's hard core adherents of old-school players are pretty much the antithesis of those who "get it", we not only don't want to get it, we actively discourage it... telling people that the best thing that ever happened, the 1e dmg happened 25 years ago, well, what are you really telling them about this game, this hobby and it's future prospects... Sounds a lot like grandpa to me sitting on the porch talking about the 'good ol'days'

like I said, just some simple musings... Thanks for your replies, its very interesting to me.

Cheers,

J.

Posted: Wed Jul 25, 2007 2:02 pm
by gideon_thorne
Tank wrote:
Obviously, the Trolls don't have the marketing budget to pay for TV spots, but I never understood why bigger companies stopped doing this. If they still showed cool scenes of barbarians cutting down orcs and saving bikini-clad princesses, every nine year old in America would want to play. It might even work without bikini princesses.

Because the bigger companies became very frightened of lawsuits from the conservative mom ghestapo.
_________________
"We'll go out through the kitchen!" Tanis Half-Elven

Peter Bradley

Posted: Wed Jul 25, 2007 3:28 pm
by Zulgyan
Well, wasn't Basic C&C going to have that "teaching the game" approach??.

If well done, it would be a great product for starters.

Posted: Wed Jul 25, 2007 7:32 pm
by Geleg
Jman,

I want to thank you for offering some very interesting ideas in a healthy, non-critical spirit. I appreciate your efforts and intentions. I have no knowledge of marketing whatsoever, whether it be in rpgs or elsewhere, and so cannot really comment on the feasability of your ideas, but from a purely logical perspective some of what you say makes good sense.

IMO we as a community should encourage this kind of post rather than jumping on it.

Geleg

Posted: Wed Jul 25, 2007 7:36 pm
by gideon_thorne
Geleg wrote:
IMO we as a community should encourage this kind of post rather than jumping on it.

Geleg

Indeed. I happened to agree with a fair bit of it. ^_^

As I mentioned, I suspect that a fair bit of the desired results in the original posting will be set forth in the CKG.
_________________
"We'll go out through the kitchen!" Tanis Half-Elven

Peter Bradley

Posted: Wed Jul 25, 2007 7:40 pm
by moriarty777
Geleg wrote:
Jman,

I want to thank you for offering some very interesting ideas in a healthy, non-critical spirit. I appreciate your efforts and intentions. I have no knowledge of marketing whatsoever, whether it be in rpgs or elsewhere, and so cannot really comment on the feasability of your ideas, but from a purely logical perspective some of what you say makes good sense.

IMO we as a community should encourage this kind of post rather than jumping on it.

Geleg

The spirit behind the ideas were great... I don't think it was the intent to 'jump on it' so to speak. At least it wasn't mine.

I always find these kind of threads interesting, and I'm sure 'the powers that be' at TLG do take notice too; they seem to pay attention to the fans.

Overall, I think these are just a couple of the many reasons why I support the company and visit these forums as often as I do.

Moriarty the Red
_________________
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Partner to Brave Halfling Publishing
http://www.arcanacreations.com

Posted: Wed Jul 25, 2007 7:42 pm
by Geleg
in fact this thread has greatly whetted my appetite for the CKG! Crack those whips, Troll Lords!

Geleg

Posted: Wed Jul 25, 2007 7:59 pm
by jman5000
I don't think anyone was jumping on this at all... it was a good conversation, and I find it very interesting when people start talking about "the way" (including me in that )

I know it's too late right now for C&C to divorce itself from the 3-book (players, gms and monsters) paradigm set out in the 1st edition AD&D that C&C sets to mimic, but I do think it's worth thinking about paradigm shifting thoughts.

though a niche of a niche of a niche, the indy rpg scene is so vibrant - because they simply do not follow the standard tropes. perhaps more mainstream systems were they to do that, might shake things up enough to actually recreate magic.

Apple managed to do it with the Ipod, so it can be done, just takes balls of steel, some luck and an iron will.

The one thing that keeps sticking in my head, and I may be totally off base here, is that I think kids today don't have the imagination we did when kids - this is because they no longer play make-believe (past a certain age), they get their make-believe spoon fed to them by way of video games (or other forms of entertainment). I think that puts them at a SERIOUS disadvantage joining this hobby, because they just don't have the innate skills we did going into it... somehow, this needs to be taught to them...

I look at my gaming collection, the good blasts from the pasts, like the 1e dmg, the red box basic set, the survival guides, 4th edition gurps, the "for dummies" books, game mastery books, and I think to myself, there are literally hundreds of pages of GREAT gaming advise to be found here... if someone were to adapt much of this wisdom and thinking and relate it to C&C, now you have not only a kick ass rule system (the phb) but also a kick ass methodology on how to play in, play with, and run games set in the C&C universe...

But that's why I'm NOT the president and CEO of TLG... I'm sure its an idea doomed to failure
Cheers,

J.

Posted: Wed Jul 25, 2007 8:40 pm
by Geleg
Quote:
s that I think kids today don't have the imagination we did when kids - this is because they no longer play make-believe (past a certain age), they get their make-believe spoon fed to them by way of video games (or other forms of entertainment).

QFT. I would also add (as an educator in the humanities) that "these kids today" just don't read as much as the pre-cable generation did. I accept that this is a massive generalization, and that there were tv zombies in the 70s and budding literary theorists in the '00s .... but as a generation I think that reading has been squeezed by the plethora of other entertainment options. It is also clear that reading, particularly in the fantasy genre, is a spur to imagination and imaginative play.

but this isn't really the point of this thread. Sorry for diverging ...

Geleg

Posted: Wed Jul 25, 2007 8:49 pm
by Buttmonkey
What does QFT mean?

Posted: Wed Jul 25, 2007 8:53 pm
by serleran
QFT = quoted for truth...

Or, "I agree."

Posted: Wed Jul 25, 2007 9:14 pm
by serleran
I do think some of this stuff could be cool... not sure on the execution, or how it could be done without being a "for dummies" book and just going over the stuff that everyone interested in a RPG would/should already know about (like, what are dice for, what is a roleplaying game, and the other stuff that even people into console/PC games know) but that doesn't mean it can't happen. Definitely not sure about the class book idea... as I tend to think it would end up being more of a style thing than anything (no book can cover the multitude of roleplaying potential) which could make it of great use, or no use -- I imagine them being more like the 2e complete books, and that's the last thing C&C needs. Really unsure on the spell ideas... since a great much is reliant on the CK. I don't like the idea of being told what every spell does, can do, and how... that takes much of the mystery and uniqueness out.

But, anyway, the CKG is supposedly covering a lot of this anyway... so I'm really just unsure why more is needed.

Posted: Wed Jul 25, 2007 9:55 pm
by Treebore
Guess we'll have to come back and re-evaluate these ideas once the CKG book is out.

As for the class book idea, I look at it as just an "idea" book. To give people a variety of "concepts" to see how characters can be done, and to hopefully inspire them to come up with even more ideas of their own, built on the framework given them in the book.

Like all the kits back in 2E were looked at by my groups and myself as just little "rules touches" to use to give some mechanics to role playing concepts and ideas.

We didn't use them, because we already did our own thing to personalize characters (much like I now do in C&C with awarding "feats"), but for people who haven't figured it out, or weren't comfortable with "role playing", I saw it be a big help.
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Posted: Thu Jul 26, 2007 12:09 am
by Julian Grimm
If I were president of TLG and had the reasources I would:

1. Make a one book edition of C&C that includes the PHB, M&T and either a section on Yggsburgh or Outremere so you would have all the necessary rules and a setting in one volume.

2. Hire and appoint a team to develope Airdhe and Yggsburgh in house to get the releases out sooner.

3. Try to buy Greyhawk from WOTC to show them how to use it right.

4. Take out a two page ad in gaming mags to declare C&C the true sucessor to AD&D and Little Rock the place that classic style RPG's were reborn.

5. Ally closer with companies like Goodman Games and Necromancer to get their product lines fully SIEGE compatable.

6. Buy Beer.

7. Make Julian Grimm official product tester for all new books.
8. Finish and release "Melee".

9. Start a campaign to expose face to face gaming as true multiplayer gaming.

10. Nuke Renton.
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