Hi to anyone who is still active in this group.
I've been running a lot of sessions of C&C lately, and I've come across an interesting observation. I'm wondering how you all feel about it.
My initial decade of gaming were heavily based in Moldvay Basic and Rules Cyclopedia D&D, where my friends and I would wail through 20 or 30 adventure encounters in an afternoon session. It was good fun, and although immature, we still wove together some pretty good stories.
I picked up C&C, as I felt it would have the same speed and ease of play (as opposed to the crunch of 3.X). Generally speaking, it does. Combat is quick and straightforward, and so are the 'skill' rules. After a couple of tryout sessions, I decided to run an old-school adventure to give my players the full retro feel. I dusted off my copy of the 1E AD&D Ghost Tower of Inverness, modified it enough to camouflage the original story, and began to run it. This adventure was originally created to be run at tournaments, which I guess were 4 to 8 hour sessions at gaming conventions.
After ~12 hours of play, my group had barely covered 20% of the printed material. Granted, I didn't tell them there was any kind of time limit, but I still found this extremely slow.
This is obviously not a fault in the C&C system, but a statement on the way that we now play. In the case of this group (which is a different group from those D&D players years ago), they are risk-averse, suspicious, and metagame heavily, spending a lot of time trying to 'figure out' the dungeon ecology or what must obviously be some plot. Taking the adventure on directly seems to have gone the way of the dinosaur, even for rookie players with very little game experience.
Is this an evolution of the RP gamer in the last 20 years, or is this just my group?