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DCC Level 0 Character Funnel is a Bad Concept
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<blockquote data-quote="Retreater" data-source="post: 8587128" data-attributes="member: 42040"><p>So I had the misfortune recently of playing a Level 0 Character Funnel for my first experience of Dungeon Crawl Classics. I'll describe the ordeal for you.</p><p>1) Six players. Four characters each. Two actions a turn. For a ridiculous 48 actions per turn (plus the monsters actions.) Keeping up with positioning of 24 characters, what they're doing, etc.</p><p>2) Random character creation is awful in the system, because your class/background has no bearing on your ability scores. So I had an elven sage with a 4 Int. Even if he survived, what would I have wanted to do, play a worthless elf who couldn't even use magic.</p><p>3) Random die rolls to kill characters. If you're going to use a character funnel with a stable of characters, the player should be able to volunteer the character to be killed as "tribute" - or at least have their actions lead to the character death. My best characters died before I got a chance to make a single decision and I was left with garbage tier random generated losers unfit to adventure.</p><p>The experience has completely soured me on the game system.</p><p></p><p>Edit: more thoughts from Page 7...</p><p>"I had a bad experience and had some holdover gripes from that game when I made the OP. While I don't want to tell anyone they're having "badwrongfun" I can say that the experience I had with the the funnel at the con game was badly run and poorly implemented. The game was so bad that I can't imagine another Judge(?) being able to present it differently due to the inherent flaws in the structure of the character funnel concept in that adventure."</p></blockquote><p></p>
[QUOTE="Retreater, post: 8587128, member: 42040"] So I had the misfortune recently of playing a Level 0 Character Funnel for my first experience of Dungeon Crawl Classics. I'll describe the ordeal for you. 1) Six players. Four characters each. Two actions a turn. For a ridiculous 48 actions per turn (plus the monsters actions.) Keeping up with positioning of 24 characters, what they're doing, etc. 2) Random character creation is awful in the system, because your class/background has no bearing on your ability scores. So I had an elven sage with a 4 Int. Even if he survived, what would I have wanted to do, play a worthless elf who couldn't even use magic. 3) Random die rolls to kill characters. If you're going to use a character funnel with a stable of characters, the player should be able to volunteer the character to be killed as "tribute" - or at least have their actions lead to the character death. My best characters died before I got a chance to make a single decision and I was left with garbage tier random generated losers unfit to adventure. The experience has completely soured me on the game system. Edit: more thoughts from Page 7... "I had a bad experience and had some holdover gripes from that game when I made the OP. While I don't want to tell anyone they're having "badwrongfun" I can say that the experience I had with the the funnel at the con game was badly run and poorly implemented. The game was so bad that I can't imagine another Judge(?) being able to present it differently due to the inherent flaws in the structure of the character funnel concept in that adventure." [/QUOTE]
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