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Material for C&C demo
Posted: Wed Jul 16, 2008 1:15 am
by angelius
Hi Trolls,
I'm doing a C&C demo at a local gaming store. I was wondering if there's any material that I can hand out to the players or free pdfs etc. that they can take home with them?
I'm expecting 6 players to show up.
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Posted: Wed Jul 16, 2008 1:32 am
by Matthew
There's the Quick Start Rules and the Rising Knight adventure; there's also a brief Monsters & Treasure and another adventure A Lion in the Ropes, if you look around a bit.
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Yoshida Kenko (1283-1350)
Posted: Wed Jul 16, 2008 10:27 am
by angelius
Cool thanks for the links. I was also wondering if they had any marketing material.
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Posted: Wed Jul 16, 2008 11:19 am
by Thegreenman
I'm putting together stuff for a similar introductory type event.
I'm not convinced that The Rising Knight is an appropriate for newbie CK's.
One problem with TRK as I see it, is the overview map, while nice, lacks details. Some items/locations are labeled incorrectly or aren't labeled or indicated at all, which could be confusing to new CK's. There should also be at least a basic town map and a temple area map included.
What is needed is a hand-holding, baby-steps, intro module that leaves nothing to guesswork for new CK's or players.
I'm looking at Lion in the Ropes now, maybe that fits the bill better, but it's not for level 1 characters.
I may to do a AD&D conversion of N1 Against the cult of the Reptile God, because I'm already familiar with it.
Posted: Wed Jul 16, 2008 11:41 am
by shadoes
For my upcoming demos and con games I just wrote the adventure. Will hand out premade characters to go with it. I toyed with walking them thru character generation but that tends to eat up to much of the session time. Would rather they actually got to play
Posted: Wed Jul 16, 2008 11:47 am
by papercut
The quickstart guide, monsters and treasures preview, and dm screen sheets that are floating around make a great starter set. Give a set away to aspiring GMs to get their feet wet.
But yeah, the Trolls need some basic marketing materials as well.
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Posted: Wed Jul 16, 2008 12:23 pm
by Matthew
Thegreenman wrote:
What is needed is a hand-holding, baby-steps, intro module that leaves nothing to guesswork for new CK's or players.
In that case you want the 2008 Quick Start Rules. The adventure included with that Dwarven Glory II: Wyrm Well is very much a hand holding baby steps sort of affair. I am not sure if the pdf download is available yet.
_________________
It is a joyful thing indeed to hold intimate converse with a man after ones own heart, chatting without reserve about things of interest or the fleeting topics of the world; but such, alas, are few and far between.
Yoshida Kenko (1283-1350)
Posted: Wed Jul 16, 2008 7:08 pm
by angelius
I'm going to actually do a dungeon crawl ... and try to emphasize the difference between D&D and C&C.
- combat speed
- Action oriented vs numbers
- anyone can attempt anything etc.
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Posted: Wed Jul 16, 2008 7:23 pm
by Matthew
If you want a dungeon crawl, and haven't seen it before, you might be interested in Orcs' Nest. It was written for OSRIC/Advanced Dungeons & Dragons, but it should work fine with Castles & Crusades. Hellbender is currently running it for Labyrinth Lord/Basic Dungeons & Dragons: Using Orcs' Nest with Labyrinth Lord.
_________________
It is a joyful thing indeed to hold intimate converse with a man after ones own heart, chatting without reserve about things of interest or the fleeting topics of the world; but such, alas, are few and far between.
Yoshida Kenko (1283-1350)
Posted: Thu Jul 17, 2008 1:59 pm
by finarvyn
I remember back around 1980 my friends and I entered a D&D tournament at the local university and we ran through a Judges Guild module as part of the contest. After the Con I bought a copy of that adventure because I thought it was so neat to have a copy of the same thing that I had played in for my first gaming tournament.
What I'm suggesting is that it might be nice (in addition to some QuickStart rules) to hand out a copy of the introductory adventure you use for the demo. A newcomer to C&C might just get excited about it and, since it's a scenario that he played in already, might feel more comfortable running a familiar adventure the first time he runs a game with his friends.
Just a thought.
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Finarvyn
Lord Marshall, Earl of Stone Creek, C&C Society
C&C Playtester in 2003
OD&D player since 1975
Posted: Fri Jul 18, 2008 1:10 am
by jman5000
Angelius,
I'm going to try my level best to make it, but first convincing the wife will be tough.
a GREAT, ney, AWESOME module to play to really show the greatness of C&C is Shadows of the Halfling Hall.
the entire module is certainly too long for a one shot, but if you place the party right at the entrance to the dungeon with a 3 minute background/story, they should be ready to go. Once in the dungeon, it should be possible to finish it in 4 hours...
I had a frigging BLAST running this module. think any player would as well.
Cheers,
J.
Posted: Fri Jul 18, 2008 1:39 am
by tylermo
I own that one, but haven't gm'd it. Seems like somebody ran it at one of the cons I was at. Maybe it was Peter Bradley at Diecon 05, but I'm not certain. Whatever he ran that year was good.