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DCC Level 0 Character Funnel is a Bad Concept
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<blockquote data-quote="Retreater" data-source="post: 9265212" data-attributes="member: 42040"><p>I guess the problem I have with this concept of "but DCC is hardcore and challenging" - I have no problem in killing characters and entire parties. (I have likely had more TPKs than most of the GMs on this board.) It's not difficult to write an adventure and have a trap that melts a character who steps on the wrong tile. Or have an overpowered, megalithic skeleton appear that is immune to all damage and just kill characters. </p><p>It's not creative. It's not unique. It's not exceptional in the least in the OSR sphere. </p><p>But ... how about presenting a unique site-based adventure with great puzzles and traps? Corridors and rooms that befuddle the characters (and their players)? Encounters that can be won with good strategy, luck, and character ability? </p><p>Balance - and the concept of a fair fight and a good challenge - is difficult to do. I think that's why we don't see it often in the OSR community. So many games in the OSR field go the easy route of "we didn't playtest this, don't really understand game design, and are essentially republishing the same rules from 1974 with minimal effort."</p><p>To make something where a more balanced, long-form experience is possible, that's more challenging. But honestly, you might as well play HeroQuest as many of these OSR games.</p></blockquote><p></p>
[QUOTE="Retreater, post: 9265212, member: 42040"] I guess the problem I have with this concept of "but DCC is hardcore and challenging" - I have no problem in killing characters and entire parties. (I have likely had more TPKs than most of the GMs on this board.) It's not difficult to write an adventure and have a trap that melts a character who steps on the wrong tile. Or have an overpowered, megalithic skeleton appear that is immune to all damage and just kill characters. It's not creative. It's not unique. It's not exceptional in the least in the OSR sphere. But ... how about presenting a unique site-based adventure with great puzzles and traps? Corridors and rooms that befuddle the characters (and their players)? Encounters that can be won with good strategy, luck, and character ability? Balance - and the concept of a fair fight and a good challenge - is difficult to do. I think that's why we don't see it often in the OSR community. So many games in the OSR field go the easy route of "we didn't playtest this, don't really understand game design, and are essentially republishing the same rules from 1974 with minimal effort." To make something where a more balanced, long-form experience is possible, that's more challenging. But honestly, you might as well play HeroQuest as many of these OSR games. [/QUOTE]
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