Dungeon Crawl Classics - like 'em?

I've enjoyed the DCC adventures. I only infrequently run published modules (and usually only for a gaming weekend with friends), but when I do, I pick up a DCC. I own several of them. My favorites are the tournament modules - Crypt of the Devil Lich, Vault of the Dragon Kings, and Palace in the Waste (the latter of which won't come out for several months now, but is worth mentioning because it was fantastic). I also enjoyed #12.5 Crypt of the Iron Heretics...mainly because it had that same "tournament" feel to it.

Another plus is that many of the modules in the DCC line have maps already drawn out using Dunjinni. They have a dedicated fan base. I would check the Goodman Games website for modules that have been mapped...they really add to the flavor of the game.
 

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Not much to add, other than to say I like the ones I've purchased. Out of those my favorites are The Mysterious Tower (I got the C&C version) and The Iron Crypt of the Heretics (I got the AD&D version). I love the names of these modules, too: many of them just sound cool. And I appreciate the fact that they're actually modular modules: just drop them in. :D

My favorite 3E adventures are from Goodman (the DCC line) and from Necromancer (Rappan Athuk, Demons & Devils, Tomb of Abysthor, et cetera).
 

I own a bunch and am about to find out if I like 'em. :) I'm going to start with 35A (Halls of the Minotaur) and then lay out various rumors/hooks for several others and see which ones get picked up.
 

It's very much a mixed bag. Most of them are great 'classic' dungeon crawls, but like classic dungeon crawls they are at times somewhat 'immature'. But when they manage to merge a compelling story and a dash of play variaty with that classic dungeon crawling they are very good indeed.

For example, 'Into the Wilds' is an extremely well written module that everyone should play.

As for the tournament modules, they really aren't to my taste, but I can see why people like them.
 

Anyone on the fence about these should check out the two different $2 modules in the line: The Dragonfiend Pact and the Transmuter's Last Touch. Both are short but very well done and fun little adventures.

And I echo what's said about the modularity. I changed the god names in Dragonfiend Pact to match Ptolus and it suddenly felt like it had been written for the setting. I was really impressed, although my group, too, turned out to get a little annoyed with one sequence of traps (not a spoiler, IMO, since that's part of the 1E flavor the modules are meant to emulate).
 

Korgoth said:
How have people's experiences been with Goodman's Dungeon Crawl Classics series? They're the one thing in 3E that still excites my interest from time to time. The only one I've looked at is The Dread Crypt of Srihoz, which I bought basically because of the Otus cover. It actually looks like a real killer.

They are very good. I can't recommend them enough. I can't say that any of them are duff. Whenever I have run one of these they have prooved to be immensely popular with my players. Whether you are a newcomer to D&D or you date back to the early days, the DCC modules are more than worth it.
 

Whizbang Dustyboots said:
Anyone on the fence about these should check out the two different $2 modules in the line: The Dragonfiend Pact and the Transmuter's Last Touch. Both are short but very well done and fun little adventures.
That's me! Thanks! :)
 

Me and another DM of our group have each run 2 or 3. Our ecperiences are the same. We like them a lot, tha players really dig them. We each wind up cutting them down a little, deleting some rooms that serve no purpose or have exact same encounters as the last room here and there. Otherwise the interesting stories and plots make them winners.

In a perfect world, they would gain special use of WotC's non OGL monsters and class material to add even more variety instead of creating their own new monsters, but they are good too.

-DM Jeff
 

I've run a few of them.

DCC#2(The Lost Vault...) was a lot of fun. Nearly every combat had environmental and/or tactical that made them unique.

DCC#5(Aerie of the Crow God) was also excellent, if a bit brutal in places.

DCC#1(Idylls of the Rat King) was a long, dull series of square rooms containing the same encounter as the room before.

When it rolls around to my turn to DM again I may try out some of the higher-level ones. :)
 

EricNoah said:
I own a bunch and am about to find out if I like 'em. :) I'm going to start with 35A (Halls of the Minotaur) and then lay out various rumors/hooks for several others and see which ones get picked up.

In that case, definitely check out the GoodmanGames website, if you haven't already...I'm fairly certain that Halls of the Minotaur has been completely mapped out in Dunjinni. Halls of the Minotaur came with the boxed set, right? I don't have that yet, but I've heard good things about it.
 

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