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An humble suggestion about the CKG

Posted: Wed Dec 30, 2009 9:03 pm
by mostrojoe
A my opinion for what little it matters obviously
I have red in the product description that there is the possibility to see alternate settings rules in the book.

"The Crusade in the future: guns, canon and more"

While I think that some space opera content would be cool (very Blackmoorish!) I think that it is not a good idea to dedicate pages to alternate eras (just keeping those for future companions) but to focus on the fantasy core of C&C.

My 20 eurocents

Posted: Wed Dec 30, 2009 10:42 pm
by Traveller
While I understand what you're getting at, I have to respectfully disagree. Reason being that the CKG is intended as a book of options to add onto the core rules present in the PHB and M&T. In fact the idea isn't new, since the AD&D DMG presented conversion rules for bringing AD&D characters into both the Gamma World and Boot Hill game settings. AD&D also brought us arguably one of the greatest modules of the game: S3 Expedition To The Barrier Peaks.

Gamma World and AD&D brought together in one? Oh hell yeah, I can dig it. Even better? Remove S3 from Greyhawk, drop it into Mystara, and have it be the ship whose engines the characters discover in the adventure included in the Wrath of the Immortals boxed set.
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Posted: Thu Dec 31, 2009 1:12 pm
by CharlieRock
On this subject: If it's already done, great.

If not, put it in the next supplement for later and get the CKG closed.

It's worth it, but not worth more waiting. Or (more specifically) it's worth waiting for seperatly.
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Posted: Thu Dec 31, 2009 2:37 pm
by Ace of Swords
I think the poll TLG took said overwhelming; we want the CKG done right not fast.

While i still want the CKG so bad i can taste it, i want it right.

Posted: Thu Dec 31, 2009 2:50 pm
by mordrene
mostrojoe, welcome to the boards.

For gunplay for cnc look at the CNC freeport companion from green ronin. they are flintlocks and such but thay are cool.

Check it out
http://www.greenronin.com/store/product/grr9027e.html

Posted: Sat Jan 02, 2010 11:29 am
by mostrojoe
I would anyway put the good ideas for a different setting in a sort of "companion" book
Or I will think about a "Star Frontiers" in Trollish sause entirely

Posted: Sat Jan 02, 2010 1:23 pm
by Sir Ironside
mostrojoe wrote:
Or I will think about a "Star Frontiers" in Trollish sause entirely
Unless I'm completely misinterpreting your comment.
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Posted: Sat Jan 02, 2010 1:50 pm
by Secret Skeleton
My biggest want for the CKG would be lots and lots of tables for everything. Weather, random encounters, NPCs, etc. I like tables where I can grab stuff on the fly. I am very good at running a game on my tippy toes making up stuff as I go along. This is the kind of concise data that I like to have.

Posted: Sat Jan 02, 2010 5:26 pm
by mostrojoe
The old school days are full of really good ideas, there were (just to stay in TSR playground) Gangbusters, Top Secrets and the superheroes series.

Today the Pulp Fiction is very popular.

Posted: Sat Jan 02, 2010 6:00 pm
by gideon_thorne
mostrojoe wrote:
The old school days are full of really good ideas, there were (just to stay in TSR playground) Gangbusters, Top Secrets and the superheroes series.

Today the Pulp Fiction is very popular.

Well, TLG will have something along those lines out soon. A game called Pulp Siege by a chap name of Jason Vey.
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Posted: Sat Jan 02, 2010 6:15 pm
by Jackal
gideon_thorne wrote:
Well, TLG will have something along those lines out soon. A game called Pulp Siege by a chap name of Jason Vey.

I prefer this approach anyway. Generic game systems don't often do well as far as I'm concerned. Savage Worlds and Cortex both do things pretty well but there are a few genres that neither of these systems pull off well. And most other generic rpg ideas I've encountered don't work well at all. I like the idea of one mechanic, slightly altered as needed, but different games. I can't speak from a business standpoint but, as a consumer, I'm more likely to pick up specific products than I am generic rpg systems.
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Posted: Sat Jan 02, 2010 7:13 pm
by anglefish
Secret Skeleton wrote:
My biggest want for the CKG would be lots and lots of tables for everything. Weather, random encounters, NPCs, etc. I like tables where I can grab stuff on the fly. I am very good at running a game on my tippy toes making up stuff as I go along. This is the kind of concise data that I like to have.

Here's a good example of different styles and their needs.

For me, there are no "random encounters," and the weather is part of the challenge. I don't use any charts, I just go with the improv.

On the other hand, I'd like a page or two of optional rules for guns or other genres so as to create a cross-genre campaign. Something Steam or clockwork punk.

Posted: Sat Jan 02, 2010 8:35 pm
by Secret Skeleton
anglefish wrote:
Here's a good example of different styles and their needs.

For me, there are no "random encounters," and the weather is part of the challenge. I don't use any charts, I just go with the improv.

On the other hand, I'd like a page or two of optional rules for guns or other genres so as to create a cross-genre campaign. Something Steam or clockwork punk.

I prefer a bit of chaos in my game. I like being challenged as a DM, and using randomly generated stuff now and then makes it fun for me as well as the players.

I never 100% use any printed material I am given, even the results of a random roll. I plan out my modules for a campaign months in advance but usually bridge them together with whatever fits.

Posted: Sat Jan 02, 2010 10:26 pm
by mostrojoe
Jackal wrote:
I prefer this approach anyway. Generic game systems don't often do well as far as I'm concerned. Savage Worlds and Cortex both do things pretty well but there are a few genres that neither of these systems pull off well. And most other generic rpg ideas I've encountered don't work well at all. I like the idea of one mechanic, slightly altered as needed, but different games. I can't speak from a business standpoint but, as a consumer, I'm more likely to pick up specific products than I am generic rpg systems.

I have to absolutely agree...

Posted: Sat Jan 02, 2010 10:42 pm
by Treebore
Secret Skeleton wrote:
I prefer a bit of chaos in my game. I like being challenged as a DM, and using randomly generated stuff now and then makes it fun for me as well as the players.

I never 100% use any printed material I am given, even the results of a random roll. I plan out my modules for a campaign months in advance but usually bridge them together with whatever fits.

Me too, which is why I buy things like "Ultimate Toolbox" from AEG, or "Mother of all Encounter Tables" and "Mother of all Treasure Tables" from Necromancer Games but done by the Table Top Adventures people. Plus they often get my imagination going when I am feeling fried.
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Posted: Sat Jan 02, 2010 10:44 pm
by Treebore
mostrojoe wrote:
I have to absolutely agree...

Totally, which is why I own and play L5R, Shadowrun, Traveller, etc... I do not buy into one universal mechanic, if I did I would be a huge fan of GURPS, rather than a very moderate one.
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Posted: Sat Jan 02, 2010 11:10 pm
by Secret Skeleton
I actually have this running gag on my local game stores facebook where I post up these BS elitist gamer comments and see how many people take them too seriously. Here are the last couple, if you want to read them:

"I don't buy into all of that "Madison Avenue" Warhammer 40k stuff. I play a game made by people with heart where you play a rabbit desperate to make it big as a folk singer/songwriter. We only use d16's, because they're the only non-mainstream die type. Conformist sheep."

"I would have shown up but I am above the trends of most gamers. I just finished writing my homebrew setting which is a fantastical re-imagining of the post-war Falkland Islands in which elves and vampires have cross-bred into a species I call "Luvians." It's really above the standard of most RPG's. We are using my own homebrew system I call, "d16.""

My friend thinks they're funny but there are numerous people who message me with hate. I just cannot knock off all this awesome I feel now.

Posted: Sat Jan 02, 2010 11:30 pm
by Treebore
Secret Skeleton wrote:
I actually have this running gag on my local game stores facebook where I post up these BS elitist gamer comments and see how many people take them too seriously. Here are the last couple, if you want to read them:

"I don't buy into all of that "Madison Avenue" Warhammer 40k stuff. I play a game made by people with heart where you play a rabbit desperate to make it big as a folk singer/songwriter. We only use d16's, because they're the only non-mainstream die type. Conformist sheep."

"I would have shown up but I am above the trends of most gamers. I just finished writing my homebrew setting which is a fantastical re-imagining of the post-war Falkland Islands in which elves and vampires have cross-bred into a species I call "Luvians." It's really above the standard of most RPG's. We are using my own homebrew system I call, "d16.""

My friend thinks they're funny but there are numerous people who message me with hate. I just cannot knock off all this awesome I feel now.

Now you need to post a big diatribe on how the "probabilities" of the d16 are so superior to that of the d20 and by extension, any percentile based system.

Don't worry, most people don't get probabilities, so you can pretty much say anything and get away with it most of the time.
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Posted: Sat Jan 02, 2010 11:44 pm
by anglefish
Secret Skeleton wrote:
I actually have this running gag on my local game stores facebook where I post up these BS elitist gamer comments and see how many people take them too seriously. Here are the last couple, if you want to read them:

"I don't buy into all of that "Madison Avenue" Warhammer 40k stuff. I play a game made by people with heart where you play a rabbit desperate to make it big as a folk singer/songwriter. We only use d16's, because they're the only non-mainstream die type. Conformist sheep."

"I would have shown up but I am above the trends of most gamers. I just finished writing my homebrew setting which is a fantastical re-imagining of the post-war Falkland Islands in which elves and vampires have cross-bred into a species I call "Luvians." It's really above the standard of most RPG's. We are using my own homebrew system I call, "d16.""

My friend thinks they're funny but there are numerous people who message me with hate. I just cannot knock off all this awesome I feel now.

That's too funny.
Believe it or not, I do most of my stuff off the cuff, but looking up a charts full of random stuff just makes the numbers swim before my eyes.

When things get slow, I make good use of the pulp axiom, "If it's getting slow, have someone jump through a window, guns blazing," (the true inspiration for random encounters), but I just improv it instead. Usually, it's my subconscious talking to me because it's real easy to tie the ambush back into the plot.

Nothing like a good plot linked ambush to make the PC take things personally.

Posted: Sun Jan 03, 2010 3:17 pm
by Secret Skeleton
I think random encounters in C&C are great, though. They usually are written in an adventure as passing NPC's or trekking ranger or shit like that.

A little randomness is good for stuff.

Posted: Sun Jan 03, 2010 10:07 pm
by mostrojoe
Also some "futuristic" things can be easily introduced in some adventure modules, with rules to use the new equipment and so on... the CKG should stay as what it is... a Guide for fantasy rpg C&C.

Posted: Sun Jan 03, 2010 10:11 pm
by gideon_thorne
mostrojoe wrote:
Also some "futuristic" things can be easily introduced in some adventure modules, with rules to use the new equipment and so on... the CKG should stay as what it is... a Guide for fantasy rpg C&C.

Well, the thing is, the CKG is intended as a guide for folks to expand upon their game ideas. Its not necessarily restricted to fantasy.
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Posted: Sun Jan 03, 2010 10:35 pm
by Jackal
gideon_thorne wrote:
Well, the thing is, the CKG is intended as a guide for folks to expand upon their game ideas. Its not necessarily restricted to fantasy.

Oh, I don't know. I'd say, at this moment in time, it's very much restricted to fantasy.
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Posted: Sun Jan 03, 2010 10:52 pm
by gideon_thorne
Jackal wrote:
Oh, I don't know. I'd say, at this moment in time, it's very much restricted to fantasy.

Hey, if the Trolls didn't have a certain amount of optimism, there wouldn't be a TLG.
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Posted: Sun Jan 03, 2010 11:03 pm
by Jackal
gideon_thorne wrote:
Hey, if the Trolls didn't have a certain amount of optimism, there wouldn't be a TLG.

And cheers to that!
I'm optimistic as well. If the Trolls hadn't put out so many good products in a time when my wallet was very thin I would quite possibly have the longest running CKG pre-order...something along the lines of almost five years now?
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