Treebore said:
I'm not sure I understand your "not interchangeable" statement Whizbang.
I mean they're not identical products, which you go on at length to agree with.
If you are "planning" your campaign ahead of time rather than running one and deciding you need a new module, they all are interchangeable.
If, if, if. They're not interchangeable, since they can't be used the exact same way. I can drop in any DCC of the right level/climate and it'll fit, since the outside the dungeon hooks and lore are minimal and designed to be replaced with something campaign specific.
Necromancer modules have more of a setting around them, with history, a larger environment and so on. One
could strip all that away, but it's a lot more work. Necromancer modules are better used as intended -- as something the campaign works towards and around, instead of just a one-off side adventure, which DCCs are extremely well-suited for.
This doesn't make either better or worse, just different, like peanut butter and jelly. And like PB&J, they can work great together, but that still doesn't make them identical.
There's no need to ride to Necromancer's defense here, since there's no attack.
As for Necromancers "First Edition Feel", its all about the body count. Expect them to be high in a Necromancer module.
Well, First Edition feel means more than that to some consumers, which is why I said what I did about 1E.
The Goodman DCC's are usually much friendlier in that regard, with "Bloody Jacks Gold" and a certain lich being notable exceptions that I know of.
Their tournament modules are never a cakewalk. Vault of the Dragon Kings is apparently more deadly than Crypt of the Devil Lich, for instance, and I expect next year's (this year's GenCon tournament module) Palace in the Wastes to be a rough one as well, even if it wasn't quite as rough as Vault.
Goodman is about the "First Edition Look". The only one that gave me a real strong first edition feel is the "Mysterious Tower", but I only own about half of the DCC's and have only thoroughly read about half of those, so I am by no means giving an informed opinion on that point.
Every one of them gives me the same vibe I got from 1E TSR modules I played and DMed back in the day, although some of them channel a vibe from the lesser ones, like Ghost Tower of Iverness. They also have a fair number of modules that deliberately ape 1E modules, as Devil Lich does with Tomb of Horrors.
Necromancer modules feel closer in tone to a Judges Guild or (old school) White Dwarf adventure, as the tone tends to be a lot bleaker and more depressing. (White Dwarf D&D adventures were low magic in the most brutal and depressing way -- when the best magic item in a dungeon is a wand that creates normal cobwebs,
that's low magic!) That's not a bad thing by any means: I like dark material.