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C&C for everything

Posted: Fri Nov 21, 2008 7:08 pm
by slimykuotoan
It seems that I play C&C a great deal, in a number of setting which call for tweaks to the rules here and there.

Freeport with horse pistols and bludderbuses blazing?

Usually C&C rules

Conanish game?

C&C

etcetera, etcetera...

In this light, I wonder if any fellow crusaders would be willing to post some of the rules they use for variations on classes, new weapons -be they medieval or otherwise, or the like.
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Posted: Fri Nov 21, 2008 7:19 pm
by Treebore
Heck, I even successfully ran a C&C Traveller game for 6 weeks. The SIEGE engine is incredibly adaptable.
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Posted: Sun Nov 23, 2008 12:49 am
by anonymous
You can use Primes, Difficulty and Experience Levels for lots of things. Not quite the same as C&C as such, any more than Mutants & Masterminds is D&D or Call of Cthulhu is RuneQuest.

Posted: Sun Nov 23, 2008 1:21 am
by danbuter
Check the link in my sig.
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Posted: Fri Dec 05, 2008 7:47 pm
by Nelzie
Here's a link to a series of tweaks that I was putting together for running an "All Wizards Campaign" using C&C.
http://forum.nelzie.net/index.php?topic=37.0

It's not 100% complete and has had only limited play testing. I have a feeling that I would need to seriously tweak the spell list, mostly in terms of decreasing overall damage output, since such a game could "quickly" be ended by the application of a single higher level spell.
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Posted: Fri Dec 05, 2008 8:28 pm
by serleran
I do not use C&C for everything, but I take certain concepts and apply them to other games. But, one could say I don't play C&C anyway, by the rules its written since I don't use the SIEGE Engine -- I use the original mechanic.
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