[Old Timers] Opinions on the Dungeon Crawl Classics modules and 'old school vibe'.


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Melkor said:
So for those of you who played AD&D during the days of the G and D series modules, who explored the Barrier Peaks, and who fell viction to the Slave Lords - what do you guys think of the Dungeon Crawl Classics line ?

I love 'em! They're the ultimate in plug-and-play module design, as they're very self-contained and easily customizable. They're also very straightforward: "Here's the monsters, sick 'em!" There are no "your players must do this or the carefully-structured story falls apart" moments, no metaplots that will screw up your campaign unless you want them to, etc. In many ways, they do combine the best of both worlds, keeping the simplicity and utility of the old-time tournament modules, but including the modern rules and all of the neat tricks and tools they provide (e.g., templates, monsters with class levels, etc.). Many of them include player handouts in the form of illustrations (a la Tomb of Horrors) which I always think is a great thing, as well.

However, there are limitations. First and foremost, as the name implies, they are "dungeon crawls." They're static locations with monsters in each room "on pause" until your PCs show up, at which point the monsters attack. Most rooms have a "read this text" block, almost all of which end with "With a feral grin, the [monster in this room] draws its [weapon] and steps forward to attack!" There's rarely any significant chance for interaction with NPCs, and usually the premise is very limited. "Monsters live here. What more do you need? Get 'em!"

So I wouldn't base a campaign on them alone, unless it's pure hack'n'slash; but for their primary purpose (the meat of a dungeon adventure), they work very well.

-The Gneech :cool:
 

Melkor said:
So for those of you who played AD&D during the days of the G and D series modules, who explored the Barrier Peaks, and who fell viction to the Slave Lords - what do you guys think of the Dungeon Crawl Classics line ?

I haven't found a gaming company that quite recaptures that feeling of nostalgia the way Goodman games has.

As a GM, I've always created my own campaign world and adventures, and they tend to focus on roleplaying opportunities and politics.

That being said, I'm a huge fan of puzzle rooms, riddles, and strategic combat in tournament play at conventions. Check out Crypt of the Devil Lich or Vault of the Dragon Kings. Great dungeon crawls, with all of the elements I listed.

I don't normally pick up modules, but I have purchased several of the Dungeon Crawl Classics...I guess that speaks volumes.
 

Hmmm - I remember buying a $2 DCC leafing through it once and then ignoring it. Looking at Goodman Games website there seems to be dozens of these things!

SO a question for you DCC buyers - what the real 'gems' of the series? I don't care about levels - I can always adjust for that and need adventures of all levels - just which ones really stand out as the creme de la creme of the bunch.
 

Psychic Warrior said:
Hmmm - I remember buying a $2 DCC leafing through it once and then ignoring it. Looking at Goodman Games website there seems to be dozens of these things!

SO a question for you DCC buyers - what the real 'gems' of the series? I don't care about levels - I can always adjust for that and need adventures of all levels - just which ones really stand out as the creme de la creme of the bunch.

The ones that get mentioned the most are:

Aerie of the Crow God #5
Crypt of the Devil Lich #13
Iron Crypt of Heretics #12.5
The Adventure Begins #29 (I think)

Other such as The Dragonfiend Pact and The Lost Caverns of 'Something or other' are also mentioned as good options.

Pinotage
 

Psychic Warrior said:
Hmmm - I remember buying a $2 DCC leafing through it once and then ignoring it. Looking at Goodman Games website there seems to be dozens of these things!

SO a question for you DCC buyers - what the real 'gems' of the series? I don't care about levels - I can always adjust for that and need adventures of all levels - just which ones really stand out as the creme de la creme of the bunch.

With all of the modules, you can expect a dungeon crawl, so my response is based on the elements that I enjoy seeing in dungeon crawls - puzzle rooms, riddles, strategic combat, great descriptions and dungeon dressing.

The best examples of those are Crypt of the Devil Lich and Vault of the Dragon Kings, both of which were GenCon tournament modules. I'm guessing, but I believe Crypt was 14th level and Vault was 10th. Conveniently, Crypt also has Dunjinni maps created for the entire module, available under Goodman Games "free materials" section of their website.

I would put Iron Crypt of the Heretics as another possibility, because it also contained several puzzle rooms and riddles.

I'm sure that this year's tournament, Palace in the Wastes (which will be for 6th level characters), will also make my favorites list. The tournament modules from the DCC line tend to exemplify what I expect dungeon crawls to be.
 


DCC for me have been hit or miss. Of course I do own 1-24 and some 1/2's as well. (anyone willing to part with a DCC 3.5??) But reading through them they can be either really well done or poorly designed. For a good comparison check out Legacy of the Savage Kings vs. the (imo poor) high level sequel set (20 & 21 I believe).

The fact that they don't allow any non-dungeon adventures a la Bone Hilll hurts them too.
 

I love them. Dragonfiend Pact actually uses a nearly identical gimmick as a module in the old 1E Imagine magazine (the British counterpart to Dragon). And I agree about the customization possible -- I can take a DCC, brush off the dusting of DCC World flavor (comparable to the not-massive amounts of Greyhawk flavor in the original printing of B1) put my local color in, and suddenly I have a lean, mean dungeon that won't interact with my other plots (unless I want them to).

I think they match up with the tone very well, even the ones that aren't meant to be homages to classic 1E/OD&D modules (which are easy to identify, if that's what you're looking for).
 

howandwhy99 said:
DCC for me have been hit or miss. Of course I do own 1-24 and some 1/2's as well. (anyone willing to part with a DCC 3.5??) But reading through them they can be either really well done or poorly designed. For a good comparison check out Legacy of the Savage Kings vs. the (imo poor) high level sequel set (20 & 21 I believe).

The fact that they don't allow any non-dungeon adventures a la Bone Hilll hurts them too.
I think the more recent ones have loosened up in that regard.
 

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