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Review of Dungeon Crawl Classics RPG by Goodman Games
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<blockquote data-quote="Lanefan" data-source="post: 7648604" data-attributes="member: 29398"><p>I picked this up on the weekend and on the whole am pretty impressed.</p><p></p><p>I'd houserule the heck out of it before I ever dropped the puck on a DCCRPG campaign, but it's got some very interesting ideas:</p><p></p><p> - the dice chain...elegant simple way of messing with the odds</p><p> - emphasis on small-scale world building</p><p> - variable spell effects...though we'd all probably grow tired of having to check the chart every time a spell got cast</p><p> - the funnel char-gen system...the only obvious flaw here is what happens if each player starts with 4 0-level characters but the only 4 survivors all belong to the same player?</p><p></p><p>One downside: the DM section seems to assume a high level of pre-existing familiarity with RPGs, and really glosses over a lot of important elements (e.g. tracking of in-game time); having the 1e D&D DMG handy would almost be essential.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7648604, member: 29398"] I picked this up on the weekend and on the whole am pretty impressed. I'd houserule the heck out of it before I ever dropped the puck on a DCCRPG campaign, but it's got some very interesting ideas: - the dice chain...elegant simple way of messing with the odds - emphasis on small-scale world building - variable spell effects...though we'd all probably grow tired of having to check the chart every time a spell got cast - the funnel char-gen system...the only obvious flaw here is what happens if each player starts with 4 0-level characters but the only 4 survivors all belong to the same player? One downside: the DM section seems to assume a high level of pre-existing familiarity with RPGs, and really glosses over a lot of important elements (e.g. tracking of in-game time); having the 1e D&D DMG handy would almost be essential. Lanefan [/QUOTE]
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