Sell Me on Dungeon Crawl Classics For Long term Play, and NO Funnels


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teitan

Legend
From a GM perspective, I need a concrete sense of how progression works in regards to the characters and the world. I want to know pretty solidly what 1st level, 4th level and 9th level characters are like before I even start. If there is too much randomness in progression, or progression is too shallow or too steep, it makes me think it isn't a good long term game. Same with extremes of rates of progression.

Tied to that is having robust and interesting widgets -- monsters, traps, tricks, etc-- at all levels of play. If there is too distinct a "sweet spot" from a GMs perspective, I don't consider it good for long term play.

Finally, the game itself should support lots of different kinds of adventures or other things the PCs can and will do. If that is too narrow, like a game built for combat and little else, or just dungeoncrawling, I don't consider it good for long term play.
P1: Generally the number of adventures needed is roughly equivalent to the level (except for 1st, 2 adventures) in my experience but depending on the encounter difficulty it is 1-3 XP per encounter. Leveling isn't random, much like D&D you can control it. I plan my adventures out based on the above criteria give or take. Power doesn't creep up too quickly.

So far DCC has been all sweet spot for us though 0 to 1st is a power jump and spells can be wildly variable as a result of the spell check roll but provides for some great off the cuff improv. I used Ekam's Mask, my mercurial magic was that when I cast it I became 10 or so feet tall for d4 rounds, to become the giant form, burnt through my physicals on spellburn to make myself reflective so that the enemies would accidentally attack each other. I wanted to size to distract the big bad from killing my party. We were level 2. The whole system has these wonderful little bits kind of like chaos magic but a LOT cooler and not so random. Each caster is unique in how they use magic for example because of this. Mighty Deeds does the same thing for fighters, you can customize signature deeds to pull off some crazy stuff.

Different types of adventures? They have the DCC horror line, the XMas adventures, standard adventures, and some romance. Horror runs the gamut from Lovecraft to some VC Andrews meets Hammer Horror stuff. You also get Lankhmar and Dying Earth for a WIDE variety of adventure and if you want Mutant Crawl Classics is 100% compatible with DCC.
 

Bomberooski

Villager
Just snagged the main sourcebook and this thread has me super excited to give it a try!


(anyone have a suggestion for character sheet or is it more fun to let each person make their own on a blank sheet of paper? I was surprised they didn't have a template in the book)
 

overgeeked

B/X Known World

Divine2021

Adventurer
Just snagged the main sourcebook and this thread has me super excited to give it a try!


(anyone have a suggestion for character sheet or is it more fun to let each person make their own on a blank sheet of paper? I was surprised they didn't have a template in the book)
Check out the purple sorcerer website. That’s where I get all my character sheets and pregens.
 

Split the Hoard


Split the Hoard
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