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General Tabletop Discussion
*TTRPGs General
[Old Timers] Opinions on the Dungeon Crawl Classics modules and 'old school vibe'.
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<blockquote data-quote="The_Gneech" data-source="post: 2995845" data-attributes="member: 6779"><p>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 <em>must</em> 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 <em>Tomb of Horrors</em>) which I always think is a great thing, as well.</p><p></p><p>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!"</p><p></p><p>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.</p><p></p><p>-The Gneech <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="The_Gneech, post: 2995845, member: 6779"] 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 [i]must[/i] 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 [i]Tomb of Horrors[/i]) 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: [/QUOTE]
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[Old Timers] Opinions on the Dungeon Crawl Classics modules and 'old school vibe'.
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