I think it is the evolution of the group. Not just your group but most
groups and players who have been playing for a long time. In My current
group, which has been together about 14 years, we tend to only have 3 or
4 big encounters for the session, and spend more time role playing or
just kibitzing. One of the things we like about C&C is how fast the
combats go for the most part, so that combat doesn't become a bit
weighty thing.
Ken
Gygax is to Gaming What Kirby was to comics
Alas poor Elric I was a thousand times more evil then you
WWBYD What would Brigham Young do
On Thu, Mar 19, 2009 at 9:06 AM , Ben Kolls wrote:
> 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?