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Dungeon Crawl Classics What is cool to you from a player perspective?
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<blockquote data-quote="Voadam" data-source="post: 9823926" data-attributes="member: 2209"><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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?</p><p></p><p>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?</p></blockquote><p></p>
[QUOTE="Voadam, post: 9823926, member: 2209"] 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? [/QUOTE]
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