Dungeon Crawl Classics What is cool to you from a player perspective?

Voadam

Legend
It looks like my face to face game group is going to shift from our current modern xfiles ish Cypher system game to a straight Dungeon Crawl Classics one.

I love the gonzo fantasy feel of a ton of DCC modules and have gotten a lot for possible use in other systems but I have not played the DCC system itself.

I have a bit of an issue, I do not like the idea of funnels and high lethality, I generally want to play pulpy characters who explore and interact and fight and continue throughout the campaign, not play disposable doomed characters and constantly be at risk of actually dying randomly and trying to focus my play just to avoid that result as long as possible. When I played Paranoia I had a similar issue of taking it seriously and getting into a character who was living in such a situation and trying to survive and subvert the computer which was not really a great match for cartoony slapstick black comedy where you die frequently in comical ways. In D&D I enjoy the experience of a lot of combat, more so in more modern systems, less so with older edition energy drain and save or die type threats. I don't generally want to be an old school low level dungeon crawling skulker who tries to avoid combat as a top priority where if I am successful I avoid a big part of the game that I enjoy. I have made this clear, but we as a group are going this way. The new guy in our group who will be DMing is of the opinion that without actual death of PCs being on the line there is no stakes for combat and so it is pointless and the current Cypher GM is completely down with switching to be a player and trying DCC with a funnel.

I recognize these aspects as counter to my preferences but also that funnel type stuff is only a temporary part of play and I am willing to give it a go with the group.

So I have the DCC core book PDF but have not delved into it. What are cool aspects of player mechanic stuff that I should explore and focus on? What should I know about how funnels actually work?

What are people's experiences as a player going through DCC funnels and playing DCC in general? What was fun for you and how would you suggest I approach playing to maximize fun and be in the spirit of things?
 

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I know this is vague, but I like that DCC seems to allow for more emergent gameplay than a lot of D20 or D&D-adjacent games.

When you first sit down, there's enough similar to D&D that you kinda feel like you already know how to play. At the same time, the mentality behind the game and how things are designed still has enough wiggle room and uncertainty to allow for the experience to develop differently for each group.

I also think that Goodman Games (as well as the various 3rd Party Publishers) are really good at condensing most concepts and adventures down to about 10-20 pages (and often less than that). The adventure design and writing is both efficient and evocative.
 

One of my favorite things as a player is the Mighty Deed of Arms. I almost always play a Warrior or Dwarf if I can. The ability to take a narrative approach to combat and translate it into mechanical effects is awesome. Am I playing a swashbuckler that slashes an opponent's belt to hamstring them, or a dwarf that just bashed their shield down on an enemies toes to the same effect?

I was not a fan of the Funnel either. Or rather, I should say that I'd done that a bunch at conventions as a player and didn't really feel the need to go through another one as a Judge. I gave the players the choice of using DCC Lankhmar's Meet instead, but they all wanted to have the Funnel experience.

As far as getting into the spirit, that's got to be reading Appendix N. Read some Dying Earth, some early Fafhrd & Grey Mouser, some Lin Carter.
 

It looks like my face to face game group is going to shift from our current modern xfiles ish Cypher system game to a straight Dungeon Crawl Classics one.

I love the gonzo fantasy feel of a ton of DCC modules and have gotten a lot for possible use in other systems but I have not played the DCC system itself.

I have a bit of an issue, I do not like the idea of funnels and high lethality, I generally want to play pulpy characters who explore and interact and fight and continue throughout the campaign, not play disposable doomed characters and constantly be at risk of actually dying randomly and trying to focus my play just to avoid that result as long as possible. When I played Paranoia I had a similar issue of taking it seriously and getting into a character who was living in such a situation and trying to survive and subvert the computer which was not really a great match for cartoony slapstick black comedy where you die frequently in comical ways. In D&D I enjoy the experience of a lot of combat, more so in more modern systems, less so with older edition energy drain and save or die type threats. I don't generally want to be an old school low level dungeon crawling skulker who tries to avoid combat as a top priority where if I am successful I avoid a big part of the game that I enjoy. I have made this clear, but we as a group are going this way. The new guy in our group who will be DMing is of the opinion that without actual death of PCs being on the line there is no stakes for combat and so it is pointless and the current Cypher GM is completely down with switching to be a player and trying DCC with a funnel.

I recognize these aspects as counter to my preferences but also that funnel type stuff is only a temporary part of play and I am willing to give it a go with the group.

So I have the DCC core book PDF but have not delved into it. What are cool aspects of player mechanic stuff that I should explore and focus on?
Kind of a tough question. There isnt really anything to focus on other than your class. Add a few random points here, open up a new set of tables to roll on there.. Its part of the charm for the system is how easy to grab and go it is.
What should I know about how funnels actually work?
Dont get attached to a single funnel character. Death is around every corner and there isnt really a way to prevent it. Just go with it and then when your funnel character survives, then you can focus on concept.
What are people's experiences as a player going through DCC funnels and playing DCC in general? What was fun for you and how would you suggest I approach playing to maximize fun and be in the spirit of things?
The adventures are truly out there and gonzo fantasy fun. Its not like modern adventures where you are discovering a nuanced and detailed setting or even experiencing an adventure path. DCC is an old school survival sim. Make smart choices and survive!

That might sound fun for a min, but challenging for a campaign. Id agree, its why I usually dont play anything more than a funnel or one shot tourney type game of DCC. I dont have it in me to play this thing for the long haul because my heart is more in the character concept and adventure path modern style of playing. YMMV.
 

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