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 Post subject: 3.x/OGL DCCs and C&C after 4e
PostPosted: Tue Jul 01, 2008 11:27 pm 
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Deft-Handed Cutpurse

Joined: Sun Feb 17, 2008 9:36 pm
Posts: 258
Location: Denver, Colorado
I have heard rumors and seen some speculation on this and other forums, however, I would like to hear an official response.

Since the new DCC modules will be published under 4e and the GSL, will Goodman Games still be able to port existing 3.x/OGL DCC modules to Castles & Crusades? Also, will Goodman still be able to publish new content (like GG2: Palace of Shadows) for C&C? Or, does Goodman Games intend to abandon its C&C product line?

Thank you.

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"The Black Dougal" (formerly known as dkeester) -- DCCRPG Fan Boy since 2010
DCCRPG PC Death Toll: 25

DCCRPG Playtests: Tacticon 2010, GenghisCon 2011, Tacticon 2011, GenghisCon 2012
Member: The DCC Expendables (Denver, CO)

Doug may very well hold the dubious title of “most DCC RPG PCs lost during the course of convention play.”
--Harley Stroh


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 Post subject: Re: 3.x/OGL DCCs and C&C after 4e
PostPosted: Wed Jul 02, 2008 7:58 pm 
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Cold-Hearted Immortal

Joined: Sun Dec 01, 2002 2:41 pm
Posts: 2699
Location: San Jose, CA
We have no plans to abandon C&C support. Why assume that our C&C support has to be limited to converted DCC modules? :) We'll be focusing on 4E for a while, but we have been discussing some very interesting ideas for C&C that may come to fruition next year.

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Joseph Goodman
Goodman Games
www.goodman-games.com


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 Post subject: Re: 3.x/OGL DCCs and C&C after 4e
PostPosted: Wed Jul 02, 2008 10:42 pm 
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Deft-Handed Cutpurse

Joined: Sun Feb 17, 2008 9:36 pm
Posts: 258
Location: Denver, Colorado
Great. :-)

I appreciate the response.

I really enjoy your products and am excited that you have plans for more C&C material. Now I just have to have a little bit of patience.

Thank you.

_________________
"The Black Dougal" (formerly known as dkeester) -- DCCRPG Fan Boy since 2010
DCCRPG PC Death Toll: 25

DCCRPG Playtests: Tacticon 2010, GenghisCon 2011, Tacticon 2011, GenghisCon 2012
Member: The DCC Expendables (Denver, CO)

Doug may very well hold the dubious title of “most DCC RPG PCs lost during the course of convention play.”
--Harley Stroh


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 Post subject: Re: 3.x/OGL DCCs and C&C after 4e
PostPosted: Thu Jul 03, 2008 4:16 pm 
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Wild-Eyed Zealot

Joined: Sun Oct 14, 2007 3:18 pm
Posts: 78
goodmangames wrote:
We have no plans to abandon C&C support. Why assume that our C&C support has to be limited to converted DCC modules? :) We'll be focusing on 4E for a while, but we have been discussing some very interesting ideas for C&C that may come to fruition next year.


Joseph

On a similar note, do you have any plans to convert (or even allow the posting of fan conversions of) 3.5ed DCCs to 4e ?

Frank

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There are 10 types of people in the world. Those that understand binary and those that don't.


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 Post subject: Re: 3.x/OGL DCCs and C&C after 4e
PostPosted: Sun Jul 06, 2008 6:34 am 
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Cold-Hearted Immortal

Joined: Sun Dec 01, 2002 2:41 pm
Posts: 2699
Location: San Jose, CA
Yes, we're looking at options to make the 3.5 DCC's still available under 4E rules. We originally planned to convert the 3E modules via downloadable conversion documents, so you could buy DCC #1 at your local store then download the file to get the 4E stats. That unfortunately won't be feasible under the new guidelines for 4E products. But there are some other possibilities, like releasing new print versions that are overhauled to 4E. Nothing's final yet, but that's where we're leaning now.

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Joseph Goodman
Goodman Games
www.goodman-games.com


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 Post subject: Re: 3.x/OGL DCCs and C&C after 4e
PostPosted: Sun Jul 06, 2008 1:24 pm 
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Cold-Hearted Immortal
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Joined: Fri Mar 10, 2006 3:46 pm
Posts: 2335
Location: Left Coast, USA
Ah, cool! So we may see 1.4, 18.4, 23.4, 27.4, 28.4, 51.5.4, etc

(those just happen to be the top of my curent wish list :mrgreen: )

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Gnome Boy (a.k.a. "Jon") • DCC play-tester @ DDC 35, Feb 2011. • Beta DL 2111, 7:00 AM PT, 8 June 11.
Playing RPGs since 1977 • Quasi-occasional member of the Legion of 8th-Level Fighters - Holds the power to play gnomes at will!

Here Be DCC Monsters...

General Yoros, Warrior, Str 13, Agl 8 (10), Stm 17, Per 13, Int 11, Lck 8; Law, HP 39, AC 17, R+2, F+4, W+2, band/shld, warhammer, longsword, longbow, pitchfork

Han Dee, (Weaver) Neutral Thief, Str 10, Agi 13, Stm 11, Per 11, Int 15, Lck 14, AC 13 (Leather), HP 25, Luck Die d6, Backstab 3, Sneak Silently 10, Hide In Shadows 9, Pick Pocket 10, Climb Sheer 10, Pick Lock 9, Find Trap 9, Disable Trap 9, Forge Doc 10, Disguise 3, Read Lang 5, Handle Poison 3, Cast Scroll d14+2, birth augur (Born under the loom) +1 to all skill checks (including thief skills), Banepicks (auto pick lock/disable trap, but lose 1d3 random ability loss, if a 3 then 1 pt is perm)


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