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Are There Any OSR (or OSR-adjacent) Games With Modern Sensibilities?
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<blockquote data-quote="Ath'kethin" data-source="post: 8742975" data-attributes="member: 6798775"><p>1. You don't need to hunt far to decouple race and class in DCC if that's your thing; I even wrote up a quick and dirty way to do it if you want. You can grab the PDF here: <a href="https://www.drivethrurpg.com/product/388338/GLOSS-1-DCC-Demihuman-Classes-in-a-Sword--Sorcery-Campaign" target="_blank">GLOSS #1: DCC Demihuman Classes in a Sword & Sorcery Campaign</a> and there's a preview of the full document available on that page. You can also find the document on Itch.io, and the rules (sans artwork) on my website, <a href="https://mgshp.com/" target="_blank">MGSHP.com</a>.</p><p></p><p>2. It's super easy to integrate variant classes into DCC, since they're pretty much all just riffs on a theme. For example, one of the 8yos in my regular group wanted to play a Tabaxi, and after some discussion we just reskinned the Halfling and removed the "small" bit. Mechanically, it worked. Another player really loved the idea of an elf ranger, which took a little more work but was still pretty easy; I just took the elf and had it cast cleric spells instead of wizard spells. I posted the character sheets I made for both of those on the DCC RPG Rocks! Facebook page I mentioned before, and they're still there in the Media section (though it will take a little bit of scrolling to get to them).</p><p></p><p>3. For monsters, DCC tends to go weird or go home. It's super easy to take just about any monster from just about any OSR (or for that matter TSR-era D&D) product and use it unchanged. I get a LOT out of the Swords & Wizardry Monstrosities book, myself. But most modules have completely unique monsters in them (though in truth those monsters are often statistically identical to others - one benefit of a very simple setup). That said, DCC's take on Dragons and Giants, both in the core rulebook, is pretty cool, and an early 3rd party supplement does similar things with a handful of other creatures. The key is unpredictability and the idea that players should never know exactly what they're going to face.</p></blockquote><p></p>
[QUOTE="Ath'kethin, post: 8742975, member: 6798775"] 1. You don't need to hunt far to decouple race and class in DCC if that's your thing; I even wrote up a quick and dirty way to do it if you want. You can grab the PDF here: [URL='https://www.drivethrurpg.com/product/388338/GLOSS-1-DCC-Demihuman-Classes-in-a-Sword--Sorcery-Campaign']GLOSS #1: DCC Demihuman Classes in a Sword & Sorcery Campaign[/URL] and there's a preview of the full document available on that page. You can also find the document on Itch.io, and the rules (sans artwork) on my website, [URL='https://mgshp.com/']MGSHP.com[/URL]. 2. It's super easy to integrate variant classes into DCC, since they're pretty much all just riffs on a theme. For example, one of the 8yos in my regular group wanted to play a Tabaxi, and after some discussion we just reskinned the Halfling and removed the "small" bit. Mechanically, it worked. Another player really loved the idea of an elf ranger, which took a little more work but was still pretty easy; I just took the elf and had it cast cleric spells instead of wizard spells. I posted the character sheets I made for both of those on the DCC RPG Rocks! Facebook page I mentioned before, and they're still there in the Media section (though it will take a little bit of scrolling to get to them). 3. For monsters, DCC tends to go weird or go home. It's super easy to take just about any monster from just about any OSR (or for that matter TSR-era D&D) product and use it unchanged. I get a LOT out of the Swords & Wizardry Monstrosities book, myself. But most modules have completely unique monsters in them (though in truth those monsters are often statistically identical to others - one benefit of a very simple setup). That said, DCC's take on Dragons and Giants, both in the core rulebook, is pretty cool, and an early 3rd party supplement does similar things with a handful of other creatures. The key is unpredictability and the idea that players should never know exactly what they're going to face. [/QUOTE]
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