Treebore wrote:
.....Thats easy for you to say, you have been gaming a long time and have seen this term before. TLG needs to learn to write their rules for someone completely new to RPG's if they really want to grow their customer base.
Hell, I know of experienced RPG gamers who got frustrated enough to not use C&C because they felt it was a waste of their money to buy an RPG that was so incomplete they couldn't define the terms they chose to use.
Not certain what that bolded line is meant to say....
C&C was a complete game system with the first two rule books that were published; along with dice, the Monsters and Treasure Book and the Players Handbook were enough.
In fact, I could have taken just the booklets inside the White Box Set and gone without buying another book and still made C&C work just fine for years and years.
Just like I did in the late 70's with the OD&D white box set and a couple of Adventure Modules that I had first purchased way back then.
Even with all the gazillions of volumes of data published through the D20 gaming industry and AD&D 3.0, 3.x, and 4th edition there was still confusion MANY times about what rules should apply in many situations and sometimes even then with all those libraries available the rules missed some things.
I like C&C due to the lack of mega libraries worth of rules, and I do not miss reams of paper and stacks of rulebooks and shelves filled with supplements.
I WANT a rules light game and C&C is exactly that to me.
I have enough source books and supplements through my old AD&D books that I wont need much more, except for the occasional adventure and the occasional core rules book next edition.
I want to be able to use those simple rules and if needed to define those rules in ways that make the most sense to my players and myself.
As experienced RPGers, one would think they might have welcomed a rules system that allows for more creativity by the players and the CK and less rules confusion.
Treebore wrote:
....Imagine how frustrated new people would be.
Actually I do not have to imagine new (young) people learning C&C.
I have seen it for myself.
I have five grandkids, three of them are old enough to play RPGs and I started them playing C&C, late in 2008.
The oldest three are ages 13, 10, and 6 today.
My oldest grandson uses the C&C White Box and a few other books that I game him (C&C Core Rules, AD&D MM and MMII, Fiend Folio and several adventure modules, both C&C and AD&D) and he creates his own adventures with a pencil and some graph paper that I also gave him.
He is 13 years old now and currently runs games from his home with other kids in his neighborhood.
He has been running games of his own for well over a year now.
But then he was never previously exposed to AD&D 3.x or 4th Edition.
Well, not until June of last year when he played in a 3.5 game (his first) that was run at the North Texas RPG convention.
And yes, sometimes he or one of the other kids discover something they do not understand.
They either figure it out themselves (And he then creates a house ruling) or they ask the old man (that would be me).
One wonders what that says about those experienced RPGers you mentioned.
Is it possible that those experienced gamers did not even try?
Do you think they are (perhaps?) too jaded for a basic game like C&C?
Perhaps they actually prefer a rules system that accounts for every possible thing that could happen in the games they play?