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Goodman's Dungeon Crawl Classics - Which Are Best?
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<blockquote data-quote="Wycen" data-source="post: 2861466" data-attributes="member: 13732"><p>I had posted this all in the previous DCC thread, but it was eaten by the crash, so here's my thoughts.</p><p></p><p>I have played in Aerie of the Crow God and Crypt of the Iron Heretics, (parts of the latter twice). Both were enjoyable, for different reasons.</p><p></p><p>First, I like dungeon crawls, both as a player and DM. You have a pretty defined goal, even if it is "clear out the next room". As a gamer I tend to be goal oriented and defeating the memorable monster or finding the cool treasure ranks high in the cool category.</p><p></p><p>For Aerie of the Crow God, I played with a group who I'm freinds with and we all get along outside of gaming. </p><p></p><p>For the first session of Crypt, I was at a con and I had fun because the DM was good and at least 1 other person in the party was interested in seeing "reading" the module, i.e. exploring, instead of the "I'm getting 50 percent of the treasure" roleplaying crap the friggin teenagers kept yapping about.</p><p></p><p>The second session was with another group who I game with regularly. They didn't get nearly as far as the first group and I had to stiffle myself a couple times to not spoil the fun of others. </p><p></p><p>In both cases, the challenges, both the traps and encounters are fun and not too hard, but certainly not easy.</p><p></p><p>I also own a few. The Dundracon module, #0, Heroes are Born/Not Born/Made. I was a bit worried about the ogre, but the group of 0 level pregens from the book actually start with magic items, so they kind of balanced that out, I think. Haven't done more than read it.</p><p></p><p>I own the Mysterious Tower and had planned to retrofit it for a 16th level party by inserting monstrous gigantic dire animals and bugs, but they ended up going off in a different direction, so for now, that's sitting with the others. But I did get Erol Otus to sign the cover.</p><p></p><p>I own Tomb of the Devil Lich (the cover signed by Erol as well). This one looks good, but I'm not sure how deadly it really might be. It's supposed to be an homage to the Tomb of Horrors, so with that in mind I suspect it could be something you run as a one shot or special short campaign with throw away characters.</p><p></p><p>My most likely next purchase will be the Sphinx queen book, unless my campaign takes another detour. For me, they are great because they have most of the work down, I just have to tweak the encounter levels, but I can read the box text and it wont really matter if the backstory from the module fits, because I'll change it to fill my needs.</p></blockquote><p></p>
[QUOTE="Wycen, post: 2861466, member: 13732"] I had posted this all in the previous DCC thread, but it was eaten by the crash, so here's my thoughts. I have played in Aerie of the Crow God and Crypt of the Iron Heretics, (parts of the latter twice). Both were enjoyable, for different reasons. First, I like dungeon crawls, both as a player and DM. You have a pretty defined goal, even if it is "clear out the next room". As a gamer I tend to be goal oriented and defeating the memorable monster or finding the cool treasure ranks high in the cool category. For Aerie of the Crow God, I played with a group who I'm freinds with and we all get along outside of gaming. For the first session of Crypt, I was at a con and I had fun because the DM was good and at least 1 other person in the party was interested in seeing "reading" the module, i.e. exploring, instead of the "I'm getting 50 percent of the treasure" roleplaying crap the friggin teenagers kept yapping about. The second session was with another group who I game with regularly. They didn't get nearly as far as the first group and I had to stiffle myself a couple times to not spoil the fun of others. In both cases, the challenges, both the traps and encounters are fun and not too hard, but certainly not easy. I also own a few. The Dundracon module, #0, Heroes are Born/Not Born/Made. I was a bit worried about the ogre, but the group of 0 level pregens from the book actually start with magic items, so they kind of balanced that out, I think. Haven't done more than read it. I own the Mysterious Tower and had planned to retrofit it for a 16th level party by inserting monstrous gigantic dire animals and bugs, but they ended up going off in a different direction, so for now, that's sitting with the others. But I did get Erol Otus to sign the cover. I own Tomb of the Devil Lich (the cover signed by Erol as well). This one looks good, but I'm not sure how deadly it really might be. It's supposed to be an homage to the Tomb of Horrors, so with that in mind I suspect it could be something you run as a one shot or special short campaign with throw away characters. My most likely next purchase will be the Sphinx queen book, unless my campaign takes another detour. For me, they are great because they have most of the work down, I just have to tweak the encounter levels, but I can read the box text and it wont really matter if the backstory from the module fits, because I'll change it to fill my needs. [/QUOTE]
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