I have been reading the rule book for Dungeon Crawl Classic and I am starting to really look forward to trying it. I found an app that looks really amazing called “the crawler’s companion”.
it has all the DCC dice
character generator that you can email to yourself for printing a stack of zero level characters.
monster creator
spell handlers
reference material
and basically takes away a lot of the fear that the giant rule book instills. check it out in the app store if you are interested in DCC
So what is the draw of playing DCC over B/X or LotFP D&D? Or Swords and Sorcery D&D?
So what is the draw of playing DCC over B/X or LotFP D&D? Or Swords and Sorcery D&D?
I use the Crawler as my general rpg dice app, as well as for DCC.
I use the Crawler as my general rpg dice app, as well as for DCC.
Jason and I are in a DCC game right now
Jason and I are in a DCC game right now
I found I quite enjoy DCC. I got to play some of it at GaryCon this year.
I found I quite enjoy DCC. I got to play some of it at GaryCon this year.
To be fair Warren Denning, i’ve never played most of those (what is B/X?). I only played a little D&D 3.5 a long time ago before finding Dungeon world. but I get the sense that DCC is a moderately crunchy with a lot of random flair and nudges toward uniqueness.
the random character creation, spell tables and luck mean there is less ability to metagame / power play and more opportunity to find out what is fun through experimentation.
DMs/judges are encouraged to keep the world small and mysterious (which i try to do in DW) and avoid generic monsters. instead of going to the local temple to receive a blessing, you go on a quest to rescue a sacred animal to gain divine favor. A lot of these are just suggestions and you can do them in any game but i like that it is encouraged in the text.
also the art is great.
Two pages devoted to ventriloquism!
D7s!
To be fair Warren Denning, i’ve never played most of those (what is B/X?). I only played a little D&D 3.5 a long time ago before finding Dungeon world. but I get the sense that DCC is a moderately crunchy with a lot of random flair and nudges toward uniqueness.
the random character creation, spell tables and luck mean there is less ability to metagame / power play and more opportunity to find out what is fun through experimentation.
DMs/judges are encouraged to keep the world small and mysterious (which i try to do in DW) and avoid generic monsters. instead of going to the local temple to receive a blessing, you go on a quest to rescue a sacred animal to gain divine favor. A lot of these are just suggestions and you can do them in any game but i like that it is encouraged in the text.
also the art is great.
Two pages devoted to ventriloquism!
D7s!
Kevin ran a pretty decent DCC game for Wednesday group, I’d recommend hitting him up when you see him next, or checking out his 3-part writeup:
medium.com – Dungeon Crawl Classics — Session 1 – Kevin Whitaker – Medium
Kevin ran a pretty decent DCC game for Wednesday group, I’d recommend hitting him up when you see him next, or checking out his 3-part writeup:
medium.com – Dungeon Crawl Classics — Session 1 – Kevin Whitaker – Medium
Daniel Fowler B/X is “Basic/Expert” D&D which were the starter sets published in 1981. Lamentations of the Flame Princess, Labyrinth Lord, and a few others are based on this rule set.
I don’t dig power/meta-gaming either Just after reading DCC I thought it added some complexity were maybe it wasn’t needed. I was just curious why people like it over the material it’s derived from (which still can facilite the same tricks).
Daniel Fowler B/X is “Basic/Expert” D&D which were the starter sets published in 1981. Lamentations of the Flame Princess, Labyrinth Lord, and a few others are based on this rule set.
I don’t dig power/meta-gaming either Just after reading DCC I thought it added some complexity were maybe it wasn’t needed. I was just curious why people like it over the material it’s derived from (which still can facilite the same tricks).
Nope.
Nope.
Warren Denning
DCC RPG has some unique mechanics that make it a much different experience.
The zero-level character funnel being the start of your experience as a player, the possibility of corruption from casting spells, variable spell results based on a spell-check roll, the luck mechanic, “Mighty Deeds of Arms” die for Warriors… there’s a lot going on in there.
Some look at the tables and think it’s going to be a complex experience, but in fact it plays very smoothly. PCs playing wizards pause to look up spell results, but that turns out to be a lot of fun as the results are often dramatic and may contain surprises.
In general, the ruleset is fairly simple and gameplay is smooth. The adventures, too, tend to be what is called “gonzo.”
The art, also, in the books is of the old school line drawing variety by great artists and is very evocative.
There really isn’t much complexity to the system. The Mighty Deed, for instance, is an elegant way the system handles what other systems do with a lot of unnecessary content and mechanics.
EDIT: In the end, the proof of the pudding is in the tasting. Play a couple of games with a good GM, and I think that’ll answer your question in the best possible way.
Warren Denning
DCC RPG has some unique mechanics that make it a much different experience.
The zero-level character funnel being the start of your experience as a player, the possibility of corruption from casting spells, variable spell results based on a spell-check roll, the luck mechanic, “Mighty Deeds of Arms” die for Warriors… there’s a lot going on in there.
Some look at the tables and think it’s going to be a complex experience, but in fact it plays very smoothly. PCs playing wizards pause to look up spell results, but that turns out to be a lot of fun as the results are often dramatic and may contain surprises.
In general, the ruleset is fairly simple and gameplay is smooth. The adventures, too, tend to be what is called “gonzo.”
The art, also, in the books is of the old school line drawing variety by great artists and is very evocative.
There really isn’t much complexity to the system. The Mighty Deed, for instance, is an elegant way the system handles what other systems do with a lot of unnecessary content and mechanics.
EDIT: In the end, the proof of the pudding is in the tasting. Play a couple of games with a good GM, and I think that’ll answer your question in the best possible way.
Stephen Murrish Daniel Fowler ah thanks for the insight.
Stephen Murrish Daniel Fowler ah thanks for the insight.
Jon Marr gives the fantastic The Crawler away. It is an incredible resource.
DCC embraces the inherent randomness of the d20 and dice in general like no other game I have played. I lean more towards FATE and Apocalypse Engine most of the time, but sometimes it is great fun to strap on the rocket pack and launch into the maelstrom. The game is not without real rewards, but you must find at least some enjoyment in both the highs and lows of fate‘s fickle hand!
Jon Marr gives the fantastic The Crawler away. It is an incredible resource.
DCC embraces the inherent randomness of the d20 and dice in general like no other game I have played. I lean more towards FATE and Apocalypse Engine most of the time, but sometimes it is great fun to strap on the rocket pack and launch into the maelstrom. The game is not without real rewards, but you must find at least some enjoyment in both the highs and lows of fate‘s fickle hand!
Stephen Murrish Hi
Stephen Murrish Hi
https://lh3.googleusercontent.com/9bOeM0jeg0ZTMsqvJ9WeoFxwPl9ygVWDv_pDhERPfA8URIAzSnSQn8nXAPnRgDtiUZfcrH3SbeAjGMaMZ0p2ITGDmnmzvxrpGHA=s0
https://lh3.googleusercontent.com/PH6dgvwXB2K8kbVfVetgIbMhLsTtpMENPQNLO_bwQXyUvC6OBif1_3nnZF9ik8xlmkgZGBQivmxENKPIJN22H9-ij4c6Z_FaEj4=s0