I'm so tired...

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Post by Treebore »

DangerDwarf wrote:
It's not a manner of the mechanics or the concept being difficult to grasp. The only thing C&C lacks is a clear demonstration of what you can do with the game. It lacks the talk of dungeons and wildenress adventuires and how to craft your own.

The newb can quickly and easily understand the rules but what good is that if he isn't shown what to do with them.

A little guidance in that regard could help. That way some kid off the street could wander into a bookstore, pick up the books and know what sort of possibilities he was holding in his hand.

Personally, I think that picking up even 1 single module overcomes that. But, I think thats what some folks might be getting at.

You know, a "how to" module would be awesome. Crucible of Freya from Necromancer Games attempted to do that with 3E D&D. I think it failed, over all, but the idea was a great one.
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Post by sieg »

Gideon,

Yes there is some basic info there but IMO a better (longer) treatment could only help. After all, the 3BB's of D&D had some "basic" treatments but a more in depth treatment with vairous situations could only assist the new guys.
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Post by serleran »

There are elements one may consider "missing" that have not been covered, either as guidelines or as general advice, and that is what I hope the CKG does -- explain things that are "left out" like aerial combat, hiring henchmen, training, making magic items (touched upon in M&T, yes, but I would personally love a more in-depth treatment), and so on and so forth -- also, until SG1, there was no general advice on dungeons, so something about cities (in the works), wildernesses, and other adventure locations would be supremely useful... but not mandatory.
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Post by gideon_thorne »

I guess it just amuses me greatly that, even with the current '3 book system' that explains everything in D&D, one still needs a book that's thicker than our PHB and M&T combined to explain the game.

"The Dummies guide to D&D"
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Post by Lord Dynel »

C&C is complete, IMHO. The GM has his book that he needs to reference - it's called M&T. The only other things he needs is the module (or self-made adventure), the PHB, and his own imagination. I can see how there could be some impression that C&C needs no GM Guide and therefore is only aimed at experienced GM's, but this game is fine for a new player. What I outlined about is, again IMHO, all that is ever needed to run a game. The three-book-standard of D&D does not apply to every freakin' system.

And I wish to comment on something DD said back on the first page. I agree with him that choice D&D books are recommended at times when it comes to C&C. But I see them as just that, recommendations. Sure, they help but I can (and have) run more than a few sessions now without the use of such books. Do I recommend them? You bet! Are they required? No way.
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Post by Deogolf »

Man, I'm sooo tired of the effen argument.
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Post by DangerDwarf »

Hrolfgar wrote:
I think the release of the C&C basic set would be more helpful to bringing in new players then the CKG.

This is 100% true.

C&C as a ruleset is complete and capable of standing on its own. However, it generally operates under the assumption that the players are familiar with RPG's. This isn't a bad thing, it just make sit a little less newb friendly.

C&C basic can bridge that easily.

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Post by DangerDwarf »

Deogolf wrote:
Man, I'm sooo tired of the effen argument.

So, how long after Harvester come out will we have to wait on the Harvest Master's Guide?

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Post by gideon_thorne »

DangerDwarf wrote:
So, how long after Harvester come out will we have to wait on the Harvest Master's Guide?

*grin* Is that like the Jonathon Swift Guide to Gastronomy?
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Post by Treebore »

Hey Luther, look on the bright side, only Lizard is acting like he knows everything, once upon a time you would have had a dozen or more other posters telling you how all knowing they are. Is rpgnet getting better, or are all the "all knowing" board members just slacking off?
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Post by DangerDwarf »

gideon_thorne wrote:
*grin* Is that like the Jonathon Swift Guide to Gastronomy?

He was a bold man who first ate an oyster.

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Post by GameOgre »

Quote:
He was a bold man who first ate an oyster.

Or just effen Hungry.
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Post by DangerDwarf »

GameOgre wrote:
Or just effen Hungry.

I often think the same thing about the first guy to eat an egg.
My god! That chicken just pinched off the most shapely turd I've ever seen! I wonder how it tastes....

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Post by Deogolf »

DangerDwarf wrote:
So, how long after Harvester come out will we have to wait on the Harvest Master's Guide?

Oh, any time now...
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Post by Luther »

Treebore wrote:
Hey Luther, look on the bright side, only Lizard is acting like he knows everything, once upon a time you would have had a dozen or more other posters telling you how all knowing they are. Is rpgnet getting better, or are all the "all knowing" board members just slacking off?

Actually, it looks as though the Mods have had enough of this sort of thread-crapping as well, if what I just saw posted in that thread is any indicator, so maybe that's why.

But, whatever, I didn't even reply after that because the whole thing is so mind numbing. When I posted here, we got some civil debate about a single point 'Can a completely new person pick it up and how can we improve on that aspect of the game?'

When I posted over on RPG.NET, however I got the response 'don't listen to him. C&C is not easy to learn because the book isn't thick enough, it isn't sold at Barnes & Nobles and you won't be able to join the big kids at the D&D table dooming you to gaming ostracism' which is such a stupid series of non-points that it made my head hurt.

On the subject of newbies and C&C, I have these points to make (which is why I suggested it to the OP in the first place):

1. It's very easy. And there is advice on running the game in the books.

2. It's relatively cheap.

3. Theres a free download that gives you the basic rules and another that gives you a free adventure to try it out.

Beyond that I'd argue:

1. People didn't always have a DMG. Some still don't. I didn't, because I started out with the B/X set and even after that, I went to WFRP, not AD&D, so I still didn't have a DMG, just a damn fine setting to play with (which is why I recommended WFRP as well). And I still managed to grock the basic concept at the age of 13 without any help at all

2. These days, people are much more aware of what roleplaying is then 'back in the day' . What with MMORPGs, CCGs and the fact that D&D is such a established part of popular culture that it and Gary Gygax even came up as a question on 'Who wants to be a Millionaire?' means that entry into the hobby is far easier than it was back when no-one had ever heard of role-playing or thought it was some sort of weird ritual for demon summoning.

3. Even if the person in question is a total newb and has no idea what to do, the very fact that they had a place on the internet to ask that question and immediately recieved 40 posts in an hour tells me that advice on running a session is not going to be hard to come by even for those 'poor doomed souls who risk ostracism by starting with something other than 4e.' This is the age of the internet for goodness sake, and there is no shortage of gabby nerds willing to talk your ear off about their a-number 1 past-time...
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Post by Treebore »

Mods actually moderate over on rpg.net? Well, thats certainly a change for the better since I was still able to sign on there.
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Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
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Post by Grendel T. Troll »

Thanks, guys. Some of you understood what I was really trying to say, and have offered advice.

The books don't need to be the top-sellers at Amazon; word of mouth is good enough to spread the love.

As for One-Book-Systems, I am all for it. The fewer books a virgin GM needs, the better. IMOHO, a new GM's should be able to run their first games within 2 hours of reading the books for the first time. You don't have to be perfect; you just have to have fun. The ones who can't seem to function without having the latest book from the game company are people whom I have no interest in gaming.

You guys are great. now I know why I choose to be here.

As for the one who just posted "he's a moron" text without offering any real advice, like the people at rpg.net and the WotC boards...well..I think I know who the REAL idiots are...
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Post by Julian Grimm »

As far as one book systems go I can relate a good story of how a well written one can work. I ran a Shadowrun 2e game for a year and a half on just the core book. Later I did break down and buy the Seattle Sourcebook, London and Germany as well as Bug City. Note though they were 90% fluff books and didn't add anything mechanically.

Those were fun days.
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Post by Grendel T. Troll »

Julian Grimm wrote:
As far as one book systems go I can relate a good story of how a well written one can work. I ran a Shadowrun 2e game for a year and a half on just the core book. Later I did break down and buy the Seattle Sourcebook, London and Germany as well as Bug City. Note though they were 90% fluff books and didn't add anything mechanically.

Those were fun days.

Exactly: Luxury purchasing, as opposed to Necessity purchasing.....
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Post by Lord Dynel »

I think Luther made some good points. Especially his points about newbies. The books are cheap and there's pleanty of free resources out there to be had, much of it right here. And the to it off, it got rid of 90% of the stuff that made 3.x a pain in the ass.

I think that a lot of the time, people must equate rules to completeness. The more rules a game has, the more complete it is. And maybe somehow they relate a GM Guide, or a multitude of splatbooks to additional rules, which can be directly related to more completeness. I don't know - I've never thought that way - I've always been one to believe that a ruleset is complete when the "Core" books hae been released - whether that's one (WFRP), two (C&C), three (D&D), or more. The splats are options - nice, but unnecessary.
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Post by serleran »

Well, when you release books like "Complete Hero" or "Complete Kobold" then the implication is the game was incomplete before, as it did not have all the details needed for these particulars. So, in a sense, the more one adds, the more "complete" it becomes... but only as regards what was "needed" which is entirely subjective.
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Post by DangerDwarf »

serleran wrote:
Well, when you release books like "Complete Hero" or "Complete Kobold" then the implication is the game was incomplete before, as it did not have all the details needed for these particulars. So, in a sense, the more one adds, the more "complete" it becomes... but only as regards what was "needed" which is entirely subjective.

I was holding out hope for 'Complete Flumph".

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Post by serleran »

Heh, its actually quite ironic. A game referred to as "complete" that "requires" so many "complete books"... it must have been the most incomplete POS ever if it necessitates an entire library of "complete gewgaws" just to make it whole. Alas, poor wallet, I knew it well... inane, really.
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Post by old school gamer »

Grendel T. Troll wrote:
That may be good for you, but what about the Virgin gamer that has no previous books???

Before I got my D&D Basic and Expert rules, back in 1980, I never heard of it before. My dad bought the game boxes from a recommendation from a co-worker of his. Good thing I had a complete ruleset because I started playing with a DM who only wanted veteran players in his game so he didn't have to explain all of the rules....

Playing C&C with no CKG is great for older players who have the proper books from previous editions of the D&D game, but for the ones with NO books are going to be lacking quite a bit.

Give the C&C rules to someone who has never played an RPG before and see what they do with it. Some of you may roll your eyes at this but consider: Not all of us were friends of GG. Some of us had to start all by ourselves. I am sure more than one of you besides me fit this category.

This, IMOHO, is the weakest link in C&C: only NOW is a CKG being considered. Then again, TLG's main customer base seems to have been the older players who were veterans of the first 3 editions of the game (D&D0e-1975,AD&D -1979, and AD&D2e - 1986). As such, they have their library of books to fall back on.

Until the CKG is published, C&C is an incomplete game that cannot stand on its own. If TLG wants to attract a brand new customer base, the CKG must be a priority.

And, in final, consider my situation:

I LOST all of my older D&D/AD&D books due to all of my moves around the country (you always lose something when you move). What didn't get lost during the moves, they got destroyed when EL Nino of 1997-98 flooded my house. The only D&D books I have ATM are 3.0 and 3.5 versions. Yes, I can do the game from memory, if I had to. Then again, I have that luxury.

Just some ramblings from a grognard making an observation. Angering or irritating anyone was not my intent. Just something to think about.....

You have my condolences concerning your loss of gaming books. You can however, usually find the older stuff either online or rather cheaply at your local used bookstore.

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Post by Lord Dynel »

I have a book called the Complete Tolkien Companion. I also have a DVD called Blade Runner: The Complete Collector's Editon. I don't think the titles of the book suggest anything in particular other than giving the illusion. Much like the Complete books of the 2e era.

I just never bought into that mindset, myself. I guess there's some out there that fall prey to that type of marketing.
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Post by Hrolfgar »

gideon_thorne wrote:
As defined by whom? Certainly not the game companies who really don't care how you play as long as you buy the books.
Or, perhaps you are talking about the first rpg designers? Course, I don't think so, cause, according to that lot, "Sticking to the rules never has been, and never will be, old school". To borrow a quote I heard from Tim Kask in any event.

Or are you referring to a bunch of bitter conservative old schoolers who are upset that anything after 1979 happened? Who keep trying to find the purest 'old school experience' by adhering as close as they can to a bunch of random and oft-times contradictory made up mechanics.

Cause, honestly, I don't see any rule, anywhere, that says 'this is the right way, the only way' to play any given game.

I should put wrong like this ("wrong"), because I don't think their is a right way. I have talked and played games with several older game designers over the years, and none them has ever suggested that there was only one way to play their games. I just think new players should not worry about whether doing it right or not. Having fun is the main thing whatever rules system is being used.

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Post by MithrilKnight »

After four editions of D&D, it looks like the standard trio of a player's handbook, monster manual and DMG has become so ingrained in some people that they can't fathom/tolerate a fantasy RPG that doesn't have that same combination.

I'll confess that when I first considered the game, I did fret a bit about the lack of the CKG. That three-book concept seemed burned into my mind, too. But after CKing C&C using the PHB and M&T, I can't say I feel the game is "missing" anything.

And I've never had the need to reference any of my old DMGs either (and trust me, my memory isn't so good that I'd remember any of the stuff in those tomes either.) I pulled them out tonight to see what I might have wanted to have for C&C -- and frankly there's nothing. In fact, I realized that except for magic items (which C&C has in M&T) the stuff in the 3.5 DMG was pretty much unused in 6+ years of playing that edition. Second edition was similar. First edition had a charm all its own, but that's a different beast.

So I'm curious, what isn't already there in the two C&C books that the CKG needs so urgently to address?

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Post by DangerDwarf »

MithrilKnight wrote:
So I'm curious, what isn't already there in the two C&C books that the CKG needs so urgently to address?

For your average RPG'er? Nothing whatsoever.

For your brand new gamer looking to start a group with other total novices? A greater explanation as to what RPG's are and what you can do with them. But, as previously posted, C&C Basic should fill that role quite nicely.

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Post by Lord Dynel »

DangerDwarf wrote:
For your average RPG'er? Nothing whatsoever.

For your brand new gamer looking to start a group with other total novices? A greater explanation as to what RPG's are and what you can do with them. But, as previously posted, C&C Basic should fill that role quite nicely.

Agreed. It's be nice to see this someday.
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Post by MithrilKnight »

DangerDwarf wrote:
For your brand new gamer looking to start a group with other total novices? A greater explanation as to what RPG's are and what you can do with them. But, as previously posted, C&C Basic should fill that role quite nicely.

There's already a lot in the C&C PH that's similar to advice and play examples in D&D DMGs. How much simpler do you have to go?

I'd agree -- a C&C Basic sounds like a good place to break it down for those who need an even simpler intro to RPGs.

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