DCC Level 0 Character Funnel is a Bad Concept

It's up to the GM- backgrounds can be rolled randomly, or can be chosen. Considering all the randomization involved in DCC, it's not surprising that most tables do it all randomly.

Or, yeah, use pregens cuz rolling up 4 level 0's each for 4-5 players actually takes a good chunk of time unless everyone has a book.
 

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RAW is randomly rolled occupation. But yes, in DCC everything is up to the Judge.

“One randomly determined occupation”

and

“Roll d% on table 1-3 to determine a character's background”

Table 1-3 is occupations.

Both quotes from Dungeon Crawl Classics RPG, p21.
 

Or, yeah, use pregens cuz rolling up 4 level 0's each for 4-5 players actually takes a good chunk of time unless everyone has a book.

Or use the convenient tools at Purple Sorcerer; hitting this link gives you a PDF with four pregens in a fraction of a second. There are also a lot of customization options available.

What I like to do is download enough of these four-to-a-page level 0 characters to give each expected player four characters, print then on card-stock, cut out the individual characters, and then do a draft around the table. So far, the players have really enjoyed this.
 
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I guess it appeals to different people if you
1) take time to create a character, put in background, think about how they're going to fit into a party in a Session 0, select equipment/spells/abilities.
2) randomly generate a party worth of characters in a second to play in a meat grinder session.

For me, I can see the appeal of the second method if it was a one shot played for laughs. I wouldn't want to be stuck with a random character for months of play. In a game meant to be taken somewhat seriously.
 

I guess it appeals to different people if you
1) take time to create a character, put in background, think about how they're going to fit into a party in a Session 0, select equipment/spells/abilities.
2) randomly generate a party worth of characters in a second to play in a meat grinder session.

For me, I can see the appeal of the second method if it was a one shot played for laughs. I wouldn't want to be stuck with a random character for months of play. In a game meant to be taken somewhat seriously.
I think the latter works better if the player has some control over which characters to risk when, during the funnel. Rolling four PCs with 3d6 down the line is a toned-down version of Method IV from the 1E DMG (roll up 12 stat blocks and keep one), but having three meatshields for your best stat block means more durability.

Of course, that goes out the window if the DM is just randomizing victims of traps and attacks instead of letting the players have agency to decide which characters engage with what.
 

Maybe that style of play is just a counterweight?
For those having a real life with full of choices and a great secure environment,
It may be appealing to play a random underdog character that can die quickly.
 

Maybe that style of play is just a counterweight?
For those having a real life with full of choices and a great secure environment,
It may be appealing to play a random underdog character that can die quickly.

Its the exact opposite of being the only adult in the room, always adulting. If that doesnt appeal so be it, but after the first half of the year, its exactly what I would be in for lol
 

Its the exact opposite of being the only adult in the room, always adulting. If that doesnt appeal so be it, but after the first half of the year, its exactly what I would be in for lol
Being tuned with the rest of the players is mandatory in most RPG.
That tuning and agreement on a play style and tone is often taken for granted.
It’s important to validate what we are looking for, and what others are looking for.
 

I guess it appeals to different people if you
1) take time to create a character, put in background, think about how they're going to fit into a party in a Session 0, select equipment/spells/abilities.
2) randomly generate a party worth of characters in a second to play in a meat grinder session.

For me, I can see the appeal of the second method if it was a one shot played for laughs. I wouldn't want to be stuck with a random character for months of play. In a game meant to be taken somewhat seriously.
You're not playing a random character. You're playing your character.

The funnel us a solution to the problem where you previously had two options that neither were satisfactory:

Roll up a character that's just better than everyone else; deviating from OSR ideals.

Roll 3d6 in order no bonuses. This carries the risk of yielding really poor stats.

With a funnel, instead of rolling multiple sets of stats and you hand-picking the best, again violating OSR; you roll up several characters and play the one that survives.

The intent is still to generate your character, just in a way that avoids the nu-SR super-hero character and, as a welcome bonus, in a way to makes some scarring and loss come built in.
 


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