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Dungeon Crawl Classics RPG from Goodman Games
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<blockquote data-quote="fireinthedust" data-source="post: 5474787" data-attributes="member: 51930"><p>Oh good! Okay, I was wondering. I saw it just before reading this.</p><p></p><p>Anyway, it looks like a good game in the making. I'm very interested in seeing it, and the systems as they come out. GG modules I've seen are just pure win, so seeing what Goodman and company do with actual RPG design is going to be a treat.</p><p></p><p>I think, though, a new term needs to be used for this game: ANR, or Appendix N Revival, getting back to the original works on the N list; as opposed to OSR (Old School Revival), which is more a revival of the game made by Gygax and Arneson, as played by grognards back in 1974, ie: appealing to that nostalgia of gameplay and rules use, rather than using the developments upon Gygax and Arneson's ideas to get to the essence of their original source material; which is, I believe, your intent.</p><p></p><p></p><p>I don't mind the patrons bit per se. In fact, I don't know that there should be non-iffy ones on there. Even if they're not demons, having alien entities with different ideals than humans or angels would be a good touch. Cost should be inconvenient and brutal, which is the heart of the best of what I've read off that list. </p><p></p><p>Elementals were different than chaos lords in Elric, right? If I were to do the patrons, I'd have them as the only non-fiend option, come to think of it. They're neutral, and alien. *Maybe* some lords of law analog, like one of those uber intelligent beings from Star Trek OS? But Elementals should do it.</p><p> Clerics can have all the good guy patrons (angels, etc.). And they really should have it easy, to some extent.</p><p></p><p>Magic Items: thinking about it, wouldn't it be fun if the entire list was non-generic items? Like, there's only one of each of the items at the back of the book, and they're somewhere in the game world. Each of them has a name, a story, and maybe a personality. Stormbringer comes to mind (and you should have a Stormbringer in the book, for sure). I mean, there can be a "class" of similar items, like Runeswords, but each would have its own suite of abilities and issues, and an individual name.</p><p> Anyway, that would be a fun goldmine to go over for any system. Usable items could be generic (potions, scrolls, etc.), but not items that have permanent effects: rings, wands, staves, cloaks, swords, daggers, platemail, etc. They could fit in with Artifacts, really, and if they're unique items they'd fit the same purpose as artifacts. Every warrior would always look for a magic sword, because there's only so many of them.</p><p></p><p>You could do the generic bonus items with Mithril and Adamantine, and other special materials that are just Masterwork. That's not enough to break the specialness of the unique magic items. Even things like cloaks of invisibility could be made with "spider silk of sapho"; while generic, and technically filling the same niche as a magic item, they're not anything other than a special material. Everyone in the Fellowship got cloaks of elven kind, basically, right? But Sting was the magic sword, and Orcrist, and Anduril: unique items.</p><p> Even a special form of craftsmanship, like Dwarven-made weapons, rather than "masterwork" (though I guess the elves and dwarves and mastersmiths all do the same thing. Meh, could be some kind of difference).</p></blockquote><p></p>
[QUOTE="fireinthedust, post: 5474787, member: 51930"] Oh good! Okay, I was wondering. I saw it just before reading this. Anyway, it looks like a good game in the making. I'm very interested in seeing it, and the systems as they come out. GG modules I've seen are just pure win, so seeing what Goodman and company do with actual RPG design is going to be a treat. I think, though, a new term needs to be used for this game: ANR, or Appendix N Revival, getting back to the original works on the N list; as opposed to OSR (Old School Revival), which is more a revival of the game made by Gygax and Arneson, as played by grognards back in 1974, ie: appealing to that nostalgia of gameplay and rules use, rather than using the developments upon Gygax and Arneson's ideas to get to the essence of their original source material; which is, I believe, your intent. I don't mind the patrons bit per se. In fact, I don't know that there should be non-iffy ones on there. Even if they're not demons, having alien entities with different ideals than humans or angels would be a good touch. Cost should be inconvenient and brutal, which is the heart of the best of what I've read off that list. Elementals were different than chaos lords in Elric, right? If I were to do the patrons, I'd have them as the only non-fiend option, come to think of it. They're neutral, and alien. *Maybe* some lords of law analog, like one of those uber intelligent beings from Star Trek OS? But Elementals should do it. Clerics can have all the good guy patrons (angels, etc.). And they really should have it easy, to some extent. Magic Items: thinking about it, wouldn't it be fun if the entire list was non-generic items? Like, there's only one of each of the items at the back of the book, and they're somewhere in the game world. Each of them has a name, a story, and maybe a personality. Stormbringer comes to mind (and you should have a Stormbringer in the book, for sure). I mean, there can be a "class" of similar items, like Runeswords, but each would have its own suite of abilities and issues, and an individual name. Anyway, that would be a fun goldmine to go over for any system. Usable items could be generic (potions, scrolls, etc.), but not items that have permanent effects: rings, wands, staves, cloaks, swords, daggers, platemail, etc. They could fit in with Artifacts, really, and if they're unique items they'd fit the same purpose as artifacts. Every warrior would always look for a magic sword, because there's only so many of them. You could do the generic bonus items with Mithril and Adamantine, and other special materials that are just Masterwork. That's not enough to break the specialness of the unique magic items. Even things like cloaks of invisibility could be made with "spider silk of sapho"; while generic, and technically filling the same niche as a magic item, they're not anything other than a special material. Everyone in the Fellowship got cloaks of elven kind, basically, right? But Sting was the magic sword, and Orcrist, and Anduril: unique items. Even a special form of craftsmanship, like Dwarven-made weapons, rather than "masterwork" (though I guess the elves and dwarves and mastersmiths all do the same thing. Meh, could be some kind of difference). [/QUOTE]
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