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DCC Tall's Portal Under the Starts [DCC] - OOC- Closed

TallIan

Explorer
RG
IC

After a one shot at my newly starting game club I want to play about with DCC for a bit. I am looking at running a game at the club soon, but at the moment we only meet once a month. So I thought I might run a short game here - not that it'll be any faster.

I'm looking at 2 or 3 players to each run 5 or 3 0-level characters probably through the adventure in the rulebook and then another 1st level module, where each player will be running 2 characters.

There is no need for any prior knowledge of DCC, it loads nearly all of the complexity of the game onto the GM, but I will be learning the rules too.
 
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jmucchiello

Adventurer
I don't know. I'm not sure I'm into the devil may care attitude you should have for characters. At least with Paranoia, you have clones you can return as. :)

But I can give it a try, I guess. Maybe turn into an eldritch horror.
 

TallIan

Explorer
Char Gen is entirely random.

If there are only two of you I might go for 5 characters each. It’s on the high side for players, but the total is a bit on the low side for the adventure.

If you’re totally unfamiliar with the rules I’ll post a character creation guide here, for now I’ll give it a few more days.
 

TallIan

Explorer
Cool, that'll be three then.

DCC is a hack and slash centered game that tries to give a feel of old school D&D. So character mechanics are minimal. Games are supposed to start at 0 level characters, essentially just commoners and tradesmen, with players controlling several characters that are expendable. The idea being that only one or two will make it to 1st level.

Since tglassy doesn't know the game, I'll post the necessary character creation rules up here a little later. It's really just: roll abilities and profession; choose a name and alignment and you're done. Class comes at level 1 (although if you roll a non-human that decides your class).
 

jmucchiello

Adventurer
I participated in the open game development of the system. It did not turn out to be the old school heartbreaker I was looking for. :)
 

fireinthedust

Villager
I also was part of the open game development. I've also published a 3pp module "Wrath of the Frost Queen", though it's less of a one shot than standard DCC modules. I've played some successful pbp games with it, too! It is designed with a sense of what the author enjoys about RPGs, and that's a great way to make a game. It inspired me to try my hand at my own game, with the same idea: make the game I'd want to run/play. And it got me to try my hand at publishing modules.

There's a random generator at Purple Sorcerer games. It's got options for making up 4+ characters at a time, plus different styles of character sheets.
 

TallIan

Explorer
Character creation rules:

With three players I think I'll go with four characters each

Roll 3d6 6 times and apply to the following attributes in order.

Strength
Add your modifier to melee attacks and damage rolls
Agility
Affects AC, ranged attack, initiative and reflex saves
Stamina
Add modifier to HP
Personality
Affects Will saves and cleric spells.
Intelligence
Affects known languages, Important for Wizards
Luck
Affects several abilities based on class. Can be gained/lost during the game. Thieves are particularly affected by luck. Roll 1d30+luck modifier to gain a specific affect

Ability ScoreModifier
3-3
4 - 5-2
6 - 8-1
9 - 120
13 - 15+1
16 - 17+2
18+3

Additionally:
Roll 1d4+Stamina for for HP (Minimum of one)
Roll 5d12 copper pieces
0XP
Roll 1d24 for a piece of equipment*
Roll % for occupation* This will determine your possessions and weapon training
+0 modifier to attack rolls and saving throws
1d4 fumble die
Choose a name.
You can also choose, or roll, alignment but it won't affect anything before level 1. The game has LAwful Neutral and Chaotic

*I'll look it up after your roll, I don't want to fill out a table with 100 results

here is an example 0 level character sheet. They are not fillable but it should give you idea what you need on the character sheet.
 

TallIan

Explorer
I participated in the open game development of the system. It did not turn out to be the old school heartbreaker I was looking for. :)
I found that playing was kind of like my first few games - possibly because it's hard to feel like you are making poor choices when so much is randomised. But I have to agree, they have put a LOT of complexity behind the screen that doesn't feel anything like old school.
 

TallIan

Explorer
I also was part of the open game development. I've also published a 3pp module "Wrath of the Frost Queen", though it's less of a one shot than standard DCC modules. I've played some successful pbp games with it, too! It is designed with a sense of what the author enjoys about RPGs, and that's a great way to make a game. It inspired me to try my hand at my own game, with the same idea: make the game I'd want to run/play. And it got me to try my hand at publishing modules.

There's a random generator at Purple Sorcerer games. It's got options for making up 4+ characters at a time, plus different styles of character sheets.
Dammit, I didn't see this until after my post. Feel free to use this for char gen if you like.
 

tglassy

Explorer
Strength 4 - Add your modifier to melee attacks and damage rolls
Agility 10 - Affects AC, ranged attack, initiative and reflex saves
Stamina 10 - Add modifier to HP
Personality 10 - Affects Will saves and cleric spells.
Intelligence 8 Affects known languages, Important for Wizards
Luck 12 - Affects several abilities based on class. Can be gained/lost during the game. Thieves are particularly affected by luck. Roll 1d30+luck modifier to gain a specific affect

Additionally:
Roll 1d4+Stamina for for HP (Minimum of one) [roll0]
Roll 5d12 copper pieces [roll1]
0XP
Roll 1d24 for a piece of equipment* [roll2]
Roll % for occupation* This will determine your possessions and weapon training [roll3]
+0 modifier to attack rolls and saving throws
1d4 fumble die [roll4]
Choose a name. TBD
 

tglassy

Explorer
Ok, it keeps changing what's on the card? The four that show up when I click that aren't the four that I saved on my computer?
 

jmucchiello

Adventurer
Generator Settings
Source: Rulebook | Roll Mode: 3d6 | HP Mode: normal | Augur Mode: normal

Jared Sinolen
Alignment: Chaos
0-level Occupation: Hunter
Strength: 9 (0)
Agility: 10 (0)
Stamina: 7 (-1)
Personality: 14 (+1)
Intelligence: 13 (+1)
Luck: 18 (+3)

AC: 10; HP: 3
Weapon: Shortbow +0 (1d6)
Speed: 30; Init: 0; Ref: 0; Fort: -1; Will: 1

Equipment: Torch (1 cp)
Trade good: Deer pelt
Starting Funds: 33 cp
Lucky sign: Righteous heart (Turn unholy checks) (+3)
Languages: Common, Bugbear

Dara Pendleton
Alignment: Neutral
0-level Occupation: Ropemaker
Strength: 13 (+1)
Agility: 9 (0)
Stamina: 12 (0)
Personality: 11 (0)
Intelligence: 12 (0)
Luck: 12 (0)

AC: 10; HP: 2
Weapon: Knife (as dagger) +1 (1d4+1)
Speed: 30; Init: 0; Ref: 0; Fort: 0; Will: 0

Equipment: Sack (small) (8 cp)
Trade good: Rope (100')
Starting Funds: 30 cp
Lucky sign: Bountiful harvest (Hit points, applies each level) (+0)
Languages: Common

Marqe Fineland the Younger
Alignment: Lawful
0-level Occupation: Squire
Strength: 12 (0)
Agility: 12 (0)
Stamina: 10 (0)
Personality: 15 (+1)
Intelligence: 6 (-1)
Luck: 17 (+2)

AC: 10; HP: 4
Weapon: Longsword +0 (1d8)
Speed: 30; Init: 0; Ref: 0; Fort: 0; Will: 1

Equipment: Flint and steel (15 cp)
Trade good: Steel helmet
Starting Funds: 22 cp
Lucky sign: Hawkeye (Missile fire damage rolls) (+2)
Languages: Common

Broc Fist
Alignment: Chaos
0-level Occupation: Caravan guard
Strength: 9 (0)
Agility: 14 (+1)
Stamina: 10 (0)
Personality: 12 (0)
Intelligence: 10 (0)
Luck: 15 (+1)

AC: 11; HP: 4
Weapon: Short sword +0 (1d6)
Speed: 30; Init: 1; Ref: 1; Fort: 0; Will: 0

Equipment: Flask - empty (3 cp)
Trade good: Linen (1 yard)
Starting Funds: 29 cp
Lucky sign: Four-leafed clover (Find secret doors) (+1)
Languages: Common

Luther Willow
Alignment: Neutral
0-level Occupation: Ditch digger
Strength: 12 (0)
Agility: 7 (-1)
Stamina: 10 (0)
Personality: 10 (0)
Intelligence: 13 (+1)
Luck: 9 (0)

AC: 9; HP: 4
Weapon: Shovel (as staff) +0 (1d4)
Speed: 30; Init: -1; Ref: -1; Fort: 0; Will: 0

Equipment: Pole - 10-foot (15 cp)
Trade good: Fine dirt (1 lb.)
Starting Funds: 28 cp
Lucky sign: Born on the battlefield (Damage rolls) (+0)
Languages: Common, Alignment



I love that the ditch digger has "fine dirt" as his trade good.
 

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