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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: 9890775" data-attributes="member: 2209"><p>Is such an "adventure for it ethos" stated or supported at all in the main book (which I have not read through)? My experience of tone is more from the modules and sourcebooks, both Goodman and 3rd party things like the Divinities and Cults ones you mention and even things like the <a href="https://www.drivethrurpg.com/en/publisher/16566/raorgen-games?affiliate_id=17596" target="_blank">Pax Lexque setting stuff,</a> MCC stuff, and even the Weird Frontiers stuff. Adventure for it seems to be something that is for a more PC action driven game in a sandbox or improv reacting to PC prompts style of DMing while modules are fairly oriented to the DM giving the PCs a specific quest or situation with pre-defined loot not tailored to PCs for them to quest after specifically.</p><p></p><p>The adventure to get stuff motto is something I have heard about D&D throughout its existence since I started with 1e, but I have really found the adventure to get unknown loot to be the common style over adventure to get specific stuff the PC wants. If you want to get specific stuff crafting or buying seems to have been the more default systems all the way back to 1e with its existing but tough guideline rules for high level PC crafting and xp sale value for magic items in the DMG and some potions being for sale in the small low level town of Nulb in the <a href="https://www.drivethrurpg.com/en/product/17068/t1-4-temple-of-elemental-evil-1e?affiliate_id=17596" target="_blank">Temple of Elemental Evil</a>. 3e was sort of the height of get lots of what you want with fully done out ready to go rules for PC crafting and market buying where I saw the most crafting and purchasing. There it was more adventure to get enough money to craft or buy what you want.</p></blockquote><p></p>
[QUOTE="Voadam, post: 9890775, member: 2209"] Is such an "adventure for it ethos" stated or supported at all in the main book (which I have not read through)? My experience of tone is more from the modules and sourcebooks, both Goodman and 3rd party things like the Divinities and Cults ones you mention and even things like the [URL='https://www.drivethrurpg.com/en/publisher/16566/raorgen-games?affiliate_id=17596']Pax Lexque setting stuff,[/URL] MCC stuff, and even the Weird Frontiers stuff. Adventure for it seems to be something that is for a more PC action driven game in a sandbox or improv reacting to PC prompts style of DMing while modules are fairly oriented to the DM giving the PCs a specific quest or situation with pre-defined loot not tailored to PCs for them to quest after specifically. The adventure to get stuff motto is something I have heard about D&D throughout its existence since I started with 1e, but I have really found the adventure to get unknown loot to be the common style over adventure to get specific stuff the PC wants. If you want to get specific stuff crafting or buying seems to have been the more default systems all the way back to 1e with its existing but tough guideline rules for high level PC crafting and xp sale value for magic items in the DMG and some potions being for sale in the small low level town of Nulb in the [URL='https://www.drivethrurpg.com/en/product/17068/t1-4-temple-of-elemental-evil-1e?affiliate_id=17596']Temple of Elemental Evil[/URL]. 3e was sort of the height of get lots of what you want with fully done out ready to go rules for PC crafting and market buying where I saw the most crafting and purchasing. There it was more adventure to get enough money to craft or buy what you want. [/QUOTE]
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