RPG Week: D&D Rules Cyclopedia Day Seven
Another RPG Week draws to a close here at Greywulf Towers. In previous Weeks we’ve looked at the marvel that is Dragon Warriors, The marvel that is…. uhhhh… the Marvel RPG, and this week it was the turn of the D&D Rules Cyclopedia. We’ve looked at it’s character generation, cosmology, combat mechanics and mass combat system. And we’ve barely even scratched the surface. Heck, we’ve barely even scratched the air above the surface. We’ve barely even scratched at all.
In this final post I was going to show you some of the things I’ve not covered such as the Weapon Mastery rules, the Monsters, the encounter rules, Castle building and dominion economics. I could show you all this, and more.
But, in the best Top Gear (an excellent comedy series here in the UK that masquerades as a motoring show) tradition, I’m not going to bore you with hard facts. It’ll spoil your own personal voyage of discovery with this utterly brilliant system.
Instead, and at the risk of invoking the spirit of Jeremy Clarkson too much, I’m going to end with a car analogy.
The D&D Rules Cyclopedia is like this 1969 Corvette.
Whereas 4e D&D is this 2009 model
Now, you might well argue that the newer model is the better car. It’s the result of decades of design theory. It’s probably more efficient, and comes with more cool Powers…. I mean, gizmos than you can shake a shift stick at. In arguably every way, you could claim that this model is superior.
And you’d be wrong.
For all the technology, engineering and advancements in the newer model, it’s the old one that appeals to the inner child. Its the one your heart wants to drive. Sure, it might leak a little and show it’s age. You might have to hold parts of it together with duck tape, and change gear *just so*, but it’s got something that the newer model lacks.
It’s got soul.