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[DCC] What are you doing with it?

Started by The Butcher, June 07, 2014, 12:59:17 PM

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The Butcher

Who's running it?

What's your setting like?

Are you running published stuff, other than Goodman Games adventures?

How are you handling treasure? Magical items, in particular -- are they reliable like trad D&D, or wild and prone to random effects like DCC magic?

How's it different from playing and/or running trad D&D, beyond the obvious differences?

ostap bender

Quote from: The Butcher;756281Who's running it?

me! [raises hand]

Quote from: The Butcher;756281What's your setting like?

basically, it is heavily stripped down, 1e, pool of radiance gold box series, moonsea region of forgotten realms. i did it because it is quite recognizable to my players and i decided to trade some uniqueness for familiarity.  

Quote from: The Butcher;756281Are you running published stuff, other than Goodman Games adventures?

i am hoarding gg stuff (and purple duck stuff and crawl magazines...) like a miser and use it only on special occasions. that said, i have run, as far as dcc proper is concerned, emerald enchanter, imperishable sorceress, old god's return, prince charming re-animator and  sepulcher of the mountain god. i am also using kingmaker adventure path as a sort of framing device for the whole thing.

Quote from: The Butcher;756281How are you handling treasure? Magical items, in particular -- are they reliable like trad D&D, or wild and prone to random effects like DCC magic?

no hard and fast answer here. i play it by the ear. definitely distribution of magical items should be different than in trad d&d but on the other hand there are some elements, like demons that are hit only by +2 weapons, that really could push you in more traditional direction.

Quote from: The Butcher;756281How's it different from playing and/or running trad D&D, beyond the obvious differences?

wizards (and elves) are game changers. halflings are incredibly important. clerical healing can get a little bit too much. thieves rule. mighty deeds are, well, mighty.

MonsterSlayer

Quote from: The Butcher;756281Who's running it?

What's your setting like?

Are you running published stuff, other than Goodman Games adventures?

How are you handling treasure? Magical items, in particular -- are they reliable like trad D&D, or wild and prone to random effects like DCC magic?

How's it different from playing and/or running trad D&D, beyond the obvious differences?

Yes I have been running it. I'm in a bit of lull with a 1 month old.

I've been using a home brew campaign world that is not very fleshed out. Low magic, city state sort of stuff. I'm not really running anything non- Goodman in it but have been looking at incorporating some hex crawl and maybe campaign management.

Mostly use DCC modules and string them together.

Got in on my first Kickstarter for the new Chained Coffin campaign and looking forward to that. Fantasy genre based loosely in Appalachian Mnts.

Magic items as described pretty much in core. Unique for the most with random effects but mostly reliable. My potions tend not to even be magical especially healing. Most potions are just salves or ointments that have the listed effect. I avoid the +1 magic weapons by creating "master work" weapons that give a bonus. They may even increase critical range but they are not magical.

Simlasa

I've been running a not-regularly scheduled campaign of it online for some friends. We started with the intro-funnel adventure in the corebook but since then kind of off the rails... mostly using (kinda) City State of the Invincible Overlord/Wilderlands (and bits of Cadwallon) and NOT using any 'official' modules despite the fact that I've bought nearly all of them.
Tales of the Fallen Empire is very tasty though and I think that's where I'm headed.
I'd like to take the play into the dungeons more but my friends seem to be having a lot of fun with the city and the areas around it.
Also, only allowing human PCs at this point (though races/mutations make it feel less limited)... 'Elves' are very strange/alien... Dwarves are near automatons and no one talks about the Halflings.

Quote from: MonsterSlayer;756336My potions tend not to even be magical especially healing. Most potions are just salves or ointments that have the listed effect. I avoid the +1 magic weapons by creating "master work" weapons that give a bonus. They may even increase critical range but they are not magical.
That all sounds really good to me!
I'm really stingy on magic weapons and I've kind of done an Earthdawn thing where each one is unique and requires a relationship/reputation gain before their full utility comes online... kind of like the Patrons (some of them ARE Patrons).

At some point I'd like to try the Crawljammer variant... because that would bring all sorts of crazy stuff into play.

AndrewSFTSN

#4
I've ditched all demi-human class options as I wanted to go even further from Tolkienism/D&D tropes than the basic DCC rules go.  I might include a re-skinned halfling as the Mahmat Troth from Purple Duck Games 'The Black Goat' (they are small, dog like humanoids).

I'm running my planeswalking mini-sandbox as detailed here.

Mostly my own material, but products I've included (but not encountered by players yet) are:

Doom of the Savage Kings

The Emerald Enchanter

Purple Duck Games:  The Black Goat and The Folk of Osmon.

A scaled down version of Dreams of the Lurid Sac from Geoffrey McKinney's Psychedelic Fantasies modules.
QuoteThe leeches remove the poison as well as some of your skin and blood

AndrewSFTSN

As far as how the game differs from D&D (I'd say enough has been written about the character funnel elsewhere) four sessions in my observations are:

-As stated above, thieves rule.  In my opinion having the effectiveness of different thief abilities modified according to alignment was a stroke of genius.  We've got one Lawful and one Neutral thief in the party and I think they really feel mechanically different.

-The occupation that your characters had before becoming adventurers has really helped PC's come to life without long winded backstories and acts as a skill system of the most basic sort.  Your character used to be ropemaker and wants to set a trap?  Well as long as it's a rope trap, that's not an unskilled roll.

-Characters have lots of abilities and extras, even at first level, but not in a way that seems overly complicated, just flavourful.  Our 1st level wizard has many bonus languages due to his intelligence bonus - including Dragon and Lizardman!

-While much is made of the lethality of the game, compared to Basic or 1st ed, I think low-level characters are probably more durable.  The bleeding out, rolling over the body rules and higher hit dice (not to mention the d4 hit points from level 0) give characters a bit more of a fighting chance.
QuoteThe leeches remove the poison as well as some of your skin and blood

One Horse Town

I successfully managed to get an Elf to 3rd level without getting corrupted, but then he avoided temptation and only cast about a dozen spells during his career. He had enough chops to get by in combat and cast his spells only at real need. Sort of an Elf stoic.

We did a funnel of which my Elf was a survivor but then stayed clear of official material.

DKChannelBoredom

Me, I'm just waiting to see, if I ever receive anything from that totally screwed Appendix N Adventure Toolkit DCC Kickstarter - if that happens, I might break out the core book for a brush up and some actual gaming.

Another option is picking up some of the official Goodman Games adventures when I go to London this summer. They are too pricy getting mailed here from the States, I think, but the got a fair selection at Leisure Games, so I might bring some home with me. Actually, didn't we have thread somewhere about which of the official adventures that were any good?
Running: Call of Cthulhu
Playing: Mainly boardgames
Quote from: Cranewings;410955Cocain is more popular than rp so there is bound to be some crossover.

The Were-Grognard

I'm waiting for it in the mail, as I recently got sold on the game :D

I've been reading a lot of Clark Ashton Smith lately, specifically the Zothique stories, so I imagine that if I start a DCC campaign, it will be heavily influenced by them.

The Butcher

Interesting stuff, gentlemen, thank you all. Keep 'em coming?

I am still at a loss of what to do with it. I think when the time comes to run DCC (I promised my players a CoC campaign, and after that I'll pitch a bunch of games and have a vote) I'll just draw a hexmap and people it with super gonzo science fantasy encounters and maybe a few dungeons.

I want to recycle my AS&SH idea of an Earth-like world in which alien intelligences seeded Earthlings captured from several different places and epochs of Earth's history as a giant anthropological Petri dish. Maybe it's a model for invading Earth by a warlike race, maybe an esoteric experiment in psychohistory by far-future humans, or maybe a zoo preserve for some sick idea of alien entertainment. But the point is to have Imperial Romans and Norse Vikings and Iroquois Confederacy braves all squabbling over living space when barbaric tribes with laser weapons, or giants, or orcs, or a hungry dragon or ten come a-knockin' (which should be fairly often).

Simlasa

#10
Quote from: The Butcher;756603I want to recycle my AS&SH idea of an Earth-like world in which alien intelligences seeded Earthlings captured from several different places and epochs of Earth's history as a giant anthropological Petri dish.
My DCC setting is basically a prison universe... an idea I got from The Whispering Vault.
When an area in a normal reality develops too much Enigma/weirdness the regular universe will pinch off that neighborhood and send it into the Rift (void between worlds). There it will eventually congeal with other pinched off polyp-worlds into a big Sargasso sea of lost realities. A kind of multiversal/cross-genre Ravenloft.
The area we've been playing in is a bubble off my BRP homebrew setting... that got dumped in a big supernatural apocalypse moment. Beings that might once have been gods have been bisected into smaller demi-god bits... avatar-Patrons that may or may not remember their previous glory.
Of course lots of poor innocents got caught up in the process and carried along into the badness.

Fiasco

Quote from: One Horse Town;756529I successfully managed to get an Elf to 3rd level without getting corrupted, but then he avoided temptation and only cast about a dozen spells during his career. He had enough chops to get by in combat and cast his spells only at real need. Sort of an Elf stoic.

We did a funnel of which my Elf was a survivor but then stayed clear of official material.

Elves don't have to make corruption roles... Only applies to human wizards.

Silverlion

I am trying to trade/sell my copy. None of my local friends will try anything where "HIGHLY" likely character attrition will occur. Lame, but *shrugs* Since I'm the only GM I know locally who'd try it--that leaves me out unless someone runs its online.
High Valor REVISED: A fantasy Dark Age RPG. Available NOW!
Hearts & Souls 2E Coming in 2019

Spinachcat

So far, mostly just playing.  

I've run a couple funnels as demos. Lotsa fun.

One Horse Town

Quote from: Fiasco;756685Elves don't have to make corruption roles... Only applies to human wizards.

Bloody GM!