A Demo/Convention Module for C&C
A Demo/Convention Module for C&C
Hey Everyone,
The mods that I currently own for C&C (nearly all of them) none of them seem all that suited for a 4 hour convention slot or a quick demo module to show new people the C&C Game.
I think that needs to be changed!
so I've got a couple of questions,
other than Dwarven Glory Looking Stone, are there other C&C modules that would fit this bill? (and I'm not interested in some old and forgotten 1920's module that just kicks ass, but is ment for a different game system. I want C&C modules, to sell C&C as a stand alone game and not some retro system to run old stuff. And besides, I don't own that old module, and I certainly don't expect new players to own it either!)
What makes a good adventure for a convention. Needs to be 4 hours long, needs to have pre-generated characters, needs to have x amount of combat, y amount of roll playing and z amount of puzzle solving - but is there a decent rule of thumb one can apply to derive the amounts for each?
are dungeon crawls best for convention mods?
what are some things that should be included which would really "pop" the C&C experience for hardened role players? I'm thinking heavy use of the Siege mechanic and emphasis on fast, brutal combats.
I just got back from a weekend convention here in Toronto, and I'm more than ever wanting to register a C&C table and run some games...
Anyway, thanks for listening to my ramblings.
cheers.
J.
The mods that I currently own for C&C (nearly all of them) none of them seem all that suited for a 4 hour convention slot or a quick demo module to show new people the C&C Game.
I think that needs to be changed!
so I've got a couple of questions,
other than Dwarven Glory Looking Stone, are there other C&C modules that would fit this bill? (and I'm not interested in some old and forgotten 1920's module that just kicks ass, but is ment for a different game system. I want C&C modules, to sell C&C as a stand alone game and not some retro system to run old stuff. And besides, I don't own that old module, and I certainly don't expect new players to own it either!)
What makes a good adventure for a convention. Needs to be 4 hours long, needs to have pre-generated characters, needs to have x amount of combat, y amount of roll playing and z amount of puzzle solving - but is there a decent rule of thumb one can apply to derive the amounts for each?
are dungeon crawls best for convention mods?
what are some things that should be included which would really "pop" the C&C experience for hardened role players? I'm thinking heavy use of the Siege mechanic and emphasis on fast, brutal combats.
I just got back from a weekend convention here in Toronto, and I'm more than ever wanting to register a C&C table and run some games...
Anyway, thanks for listening to my ramblings.
cheers.
J.
- StealthSuitStanley
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Re: A Demo/Convention Module for C&C
Just pull down the Rising Knight from the main website. Its free, and can be run in 4 hours or even 4 months depending on what one puts into it.
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While BEACON OF ENON TOR is not officially a TLG release, it was converted to C&C rules and is the perfect convention senario.
http://tower.newcenturycomputers.net/temp/beacon.pdf
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http://tower.newcenturycomputers.net/temp/beacon.pdf
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Rising Knight is good. There's a thread around here somewhere that has a link to Beacon at Enon Tor. I ran that one a couple of weeks ago for a player who had never tried C&C, but had played Basic D&D for years (albeit a while ago). It went well and we managed to squeeze it into about three hours. I think that dungeon crawls are a good way to introduce someone to the system itself. They get several demonstrations of the mechanic in action which is the most important part of a trial run for experienced roleplayers.
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Good timing Orpheus! Please check a few posts up from here
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No need to cry Dr. O.
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Omote wrote:
No need to cry Dr. O.
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thanks everyone,
while Rising Knight is a nice module to start a group with, I personally don't think its a great convention module. I'll look into the Beacon mod that is available and keep hunting around as to the characteristics that make a good convention mod. Ultimatly, I think I'll have to make my own, as none of them really showcase all the elements that make C&C unique IMO.
Cheers,
J.
while Rising Knight is a nice module to start a group with, I personally don't think its a great convention module. I'll look into the Beacon mod that is available and keep hunting around as to the characteristics that make a good convention mod. Ultimatly, I think I'll have to make my own, as none of them really showcase all the elements that make C&C unique IMO.
Cheers,
J.
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Outsider73
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Anything that is fun, and can kill, or lead off in any array of roleplaying. As a convention piece, it does not need to be completed in one sitting, and in fact, should not be.. so it can be a tournament. Therefore, I would suggest Dark Chateau, or any number of things from Castle Zagyg. Haunted Highlands works as well.
Outsider73 wrote:
I would suggest Mortality of Green.
Yes I would agree. This is a very interesting module. Btw, what level is recommended for CON mods? Do they vary depending on the size of the CON?
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Count Rhuveinus - Lejendary Keeper of Castle Franqueforte
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
jman5000 wrote:
I think I'll have to make my own, as none of them really showcase all the elements that make C&C unique IMO.
That would be my suggestion.
R-
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- Omote
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Orpheus wrote:
I could tell you what they are, but you know: secret society and tri-lateral commission and all.
Heh, I was wonderin' if you were a fan or not. At least now I know your name doesn't come from that source, still fun though.
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Omote wrote:
Heh, I was wonderin' if you were a fan or not. At least now I know your name doesn't come from that source, still fun though.
"NOW GET ME MY BLUE WINDBREAKER!"
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I am, however, a HUGE fan of that show. I have to watch it when my wife's asleep since she hates it.
- Omote
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Aww, that sucks. You know, that would be the first woman I have heard of to hate this show! Seriously. Most love Brock, or think that Dean is cute. So has been my experience.
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@-Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society-@
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Omote wrote:
Aww, that sucks. You know, that would be the first woman I have heard of to hate this show! Seriously. Most love Brock, or think that Dean is cute. So has been my experience.
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I think that she just doesn't "get" the humor of the show. Getting my wife to enjoy anything I like to watch which she doesn't is like hunting: you just have to wait for the perfect moment. She hated Aqua Teen until she saw one episode that made her laugh and now we have the DVD's. Venture Brothers has a lot of pop culture references with some obvious and others not-so-obvious. I think she just doesn't like it when she doesn't grok the not-so-obvious ones. I can take comfort in the fact that she puts up with my goofy hobbies...even if she does say "dorks" a little too often as she strolls by the gaming table.