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DCC RPG BETA, June 8th

Any plans to post the Free RPG adventure as PDF on their site? I didn't get the printed variant.

I was able to get a hold of the printed version, and it was interesting. There is a certain difference in adventure design, coupled by a real feeling of the same root material. I hope they make the pdf version available.


RC
 

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Posted by Joseph in the DCC forums:

"The Free RPG Day product will indeed be available for download and print purchase after Free RPG Day. Probably about a week afterward -- I like give the stores a little bit of time to "bask in the exclusivity;" after all, they did spend money to promote the event."
 


It seemed interesting, but my reading was soured by this:


quote from Beta funnel section.


We are challenged here at ENWorld to be better posters by telling others why our game is cool without knocking the other guy's game. And here's a bad example of this negative behavior in an otherwise professional product. I'm not angry because I disagree with their assessment (which I do disagree with), but moreso because it seems they are taking the edition wars from "some random guy on the internet" status to a professional product level. Nevermind that they have been quite successful because of the very "modern role playing games" (gee, wonder which gorillas they're poking at?) they now mock.

I don't mind the attitude in the beta, but I did ask Joseph about it on Goodman Games' forums. I felt he listened with an open mind. Here is his response:

"I think there is value in a clear point of view that defines a game. That said, the point of view can be inclusive. Over the last week I've learned that several portions of the DCC RPG manage to offend people who I didn't even intend to offend! The comments around reference to min-maxing / power gaming are one place. This isn't the first post to note it. I think there is a good point made that if players would actually switch from min-max style of play to something different (such as DCC RPG), that door should be open. I do intend to adjust some parts of the text, including that specific sentence at the start of the "funnel" section.

DCC RPG will still have a strong "point of view" on how to play itself, if that makes any sense. There certainly are some games out there whose tone is, frankly, far too neutral; they don't provide any point of view on how to play D&D, or what sets them apart from D&D. Why play a retro-clone when you could just play D&D? For any RPG to earn its place beyond "vanity game" -- but especially for a retro-clone, where there exists a direct substitute that has more clout (e.g., an earlier edition of D&D) -- there has to be some compelling reason to play THAT GAME versus the other option. For DCC RPG, that compelling reason is currently a strong point of view on a particular style of gaming, which I think does manage to come through. It will definitely be changed by various judges to suit their own style, but, well, I don't think anyone is reading this saying, "Hmm, I'm not sure what this game is about." But I can state that point of view while leaving the door open to others who may not currently share it -- which I think is an important point.

In a couple months, when we're past the beta stage, DCC RPG will have other compelling reasons versus the other options. For example, there will be a lot of support for this game in terms of regularly released adventures, which will be announced in a few months. But for now, I hear you, Kruvil, and I'll be taking a close look at how to make the tone just as clear on the "vision of play" without alienating others who currently don't play that way."
 

I mean this in a spirit of frank and genial curiosity: How it this possible? I'm unable to try it myself at this time, but I can't imagine how that mess of tables could do anything but drag gameplay down. How does it actually work in play and move briskly?

All the charts needed to run combat fit on one judge's screen (Joseph provided a download of the tables he attaches to a screen at cons). I added two tables to the ones he uses and I have everything I need hanging right on the screen.
 

I hope you find it so! :)

One of the things that struck me from reading the preview was how un-D&D it was. Yes, it's obviously derived from D&D, but there are some significant differences.

The other element was how much it seemed to weight play against high levels (which were a very big part of Gygax's original game). Magic-user and cleric players need to carry around actual spellbooks of all the look-up tables of their spells, which isn't really that convenient, and clerics - in particular - get a lot worse at casting spells the more they do.

Clerics - oh, wow. The cumulative penalty for spell-casting means that a high-level cleric will be unable to cast more than one or two good spells in a day before needing to go home to rest. It's a spell-point system in all but name. (And, if I might say so, a very punishing one).

Cheers!

DCC has a lot in common with basic D&D as well as AD&D. I see the Gygax influence as simply one part of the whole that also includes Arneson and their cohorts Bledsaw, Holmes, Kuntz, Moldvay, and Mentzer. Basic D&D has some famous low-level adventures.

The danger of casting spells is a deliberate design that offsets the power difference between caster and non-caster. Casters can cast a lot and do a lot but must carefully control their power or be overwhelmed. Careful balance is completely in the hands of players through how he plays his character (and all leavened by luck of course).

I'm not sure I'm seeing the only one to two spells a day for a cleric. A 5th-level cleric makes spellchecks at +5 (plus or minus Personality modifier). A 1st-level spell has some effect with a 12 or higher (7 or higher to start or 65% chance). Every spell after that goes down 1 (60%, 55% etc) but the cleric can sacrifice 50 gp to reduce the penalty by 1. A 3rd level cleric has gear and gold worth over 1300 gp (not sure about 5th level yet). He can even burn luck for a bonus if needed. So casting for a while won't be a problem.

Overdoing casting becomes a problem when disfavor is earned (roll a 1). That is where the danger comes in; asking your god for favors one too many times.

It isn't that a cleric can't cast a lot. It comes down to does he have the guts (if he rolls well) or the foolish pride (if he earns disfavor) to keep asking his god for spell power over and over again?
 

I don't mind the attitude in the beta, but I did ask Joseph about it on Goodman Games' forums. I felt he listened with an open mind. Here is his response:

If you can pass this on to Joseph: My partner noted the "able-bodied adult" part, and she is of the (probably correct!) opinion that being "able-bodied" has little or nothing to do with the requirements of playing a role-playing game.

"Of able mind" might be better/more fitting?

(Sorry about the nitpick; generally speaking, the attitude is refreshing!)


RC
 

If you can pass this on to Joseph: My partner noted the "able-bodied adult" part, and she is of the (probably correct!) opinion that being "able-bodied" has little or nothing to do with the requirements of playing a role-playing game.

"Of able mind" might be better/more fitting?

(Sorry about the nitpick; generally speaking, the attitude is refreshing!)

RC

No worries, things like this need to be corrected before the final rules go to print.

I couldn't find the able quote though--could you direct me to where the quote comes from?

I will also point out this first qualification from the rules which presents a different picture from the quote above of who the book is intended for:
That you are a fantasy enthusiast of imaginative mind, familiar with the customs of role playing, understanding the history and significance of the Elder Gods Gygax and Arneson and their cohorts Bledsaw, Holmes, Kuntz, Moldvay, and Mentzer, and knowledgeable of the role of “judge” and the practice of “adventure.”

That qualification does sound inclusive. If something else doesn't sound inclusive I doubt Joseph realizes it and would like to see it changed. You can either post yourself at goodman-games.com or I'd be happy to if you tell me where to find the quote you mentioned.
 

No worries, things like this need to be corrected before the final rules go to print.

I couldn't find the able quote though--could you direct me to where the quote comes from?

I will also point out this first qualification from the rules which presents a different picture from the quote above of who the book is intended for:
That you are a fantasy enthusiast of imaginative mind, familiar with the customs of role playing, understanding the history and significance of the Elder Gods Gygax and Arneson and their cohorts Bledsaw, Holmes, Kuntz, Moldvay, and Mentzer, and knowledgeable of the role of “judge” and the practice of “adventure.”

That qualification does sound inclusive. If something else doesn't sound inclusive I doubt Joseph realizes it and would like to see it changed. You can either post yourself at goodman-games.com or I'd be happy to if you tell me where to find the quote you mentioned.

Opened my free rpg adventure and found it. Looks like Joseph already fixed it in the beta version but I'll point it out--make sure the old version doesn't make it. I'm sure he'll be bummed he didn't catch the old wording before the adventure went out.

Like I said, I bet he didn't catch it on first pass, someone said something, and he changed it. The adventure might already have gone to print.

Good catch.
 

Fireball, listed over here: Goodman Games • View topic - Higher Level Spells for BETA

Fireball

Level = 3

Range = 100’ or more, exploding in a sphere of 20’ radius or more

Duration = Instantaneous

Casting time = 1 round

Save = Reflex vs. spell check

Manifestation: (1) a flaming ball that catapults into the target and explodes in a fireburst, (2) a stream of liquid flame that douses the target in a raining cloud of fire, (3) a singularity that appears at a point in space then explodes into a flowering burst of fire, (4) a collection of spinning, whirling, fiery seeds that bounce forth to the target point, where they explode in flames.

General: The caster points his finger at a target, speaks a magic Word, and throws a jet of flame that explodes at the designated point. A fireball fills a sphere of 20’ radius, affecting all creatures within the target point. All creatures take damage unless they succeed in a Reflex save against the spell check DC, in which case they take half damage. Objects take damage according to their nature, which flammable objects automatically catching fire.

1-15 Lost. Failure.

16-17 The wizard launches a fireball up to 100’, doing 3d6 damage.

18-21 The wizard launches a fireball up to 120’, doing 4d6 damage.

22-23 The wizard launches a fireball that skips 1d4+1 times. The first target must be within 50’, and that target takes 5d6 damage. The fireball then skips to a second target, which takes 1d6 damage in a small explosion that only affects that single target. The second target must be at least 20’ away from the first – that is the minimum “skip” distance. If there is a third target, it in turn must be another 20’ away, and it takes 1d6 damage. And so on. The fireball must skip the indicated number of times – if the wizard runs out of targets, he may be skipping it against inanimate objects.

24-26 The wizard launches a fireball up to 160’, doing 6d6 damage. The fireball arcs up like a catapult to a point 40’ above ground at its peak. As such, it can curve around or over intermediate obstructions.

27-31 The wizard launches a spray of small fireballs. The wizard designates three targets, and 1d4 small fireballs flare out toward each target. The targets can be up to 200’ away. Each of the mini-fireballs does 1d6 damage.

32-33 The wizard launches a single fireball up to 200’, doing 10d6 damage. The wizard can choose an area of effect ranging from a single human-sized target up to the full sphere of 20’ radius. The fireball arcs to a height of 40’ at its peak, and as such can avoid intermediate objects.

34-35 The wizard launches a fireball up to 500’, doing 14d6 damage. The wizard can choose an area of effect ranging from a single human-sized target up to a sphere of 30’ radius. The fireball can arc as above. Additionally, the wizard can choose to call the fireball down from the heavens. Instead of projecting from his fingertip, it falls from above like a meteor strike, exploding in a fiery mass. The wizard must still have line-of-sight to his target, but he can cast around obstructions in this manner. For example, he may be able to view the target through a periscope, or via a crystal ball of some kind.

36+ The wizard launches a fireball at a target up to 1 mile away, doing 20d6 damage. The wizard can choose an area of effect ranging from a single human-sized target up to a sphere of 40’ radius. The wizard need not have line-of-sight to his target. He can choose a geographic point of which he has knowledge (such as a specific hill, tree, or room), or a target of whom he has a physical trace (such as a lock of hair or fingernail). The fireball explodes at the designated point.
 

Into the Woods

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