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Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: estar on November 23, 2010, 12:06:15 PM

Title: A look at the Dungeon Crawl Classic RPG
Post by: estar on November 23, 2010, 12:06:15 PM
Actual Play Account
http://batintheattic.blogspot.com/2010/11/erie-days-of-dungeon-crawling-part-i.html
http://batintheattic.blogspot.com/2010/11/erie-days-of-dungeon-crawling-part-ii.html

am not going to get into a lot of detail about the rules. It is still in early playtest and while the general outline is clear the details are in flux.

First it is in the D&D family of Roleplaying and has elements of both older D&D and the D20 system. But it is not a retro-clone more like Hackmaster Basic, True20, and Castles & Crusades. It is deadlier and more bloody as represented by subsystem involving fumbles, and critical hits.

The spell system is not vancian, although some of the general ideas like spells books are still present. Spells require a roll to see if you get the spell off and what the results are. There is corruption which result from rolling a 1 on a failed spell rolls. High level mages pay a palpable price for their power. You do spellburn which exact a toil on the body but allows you give a needed boost to your spell in a critical moment.

Luck is very important to the DCC RPG and effect everybody differently. Like Spellburn your luck can be used to turn the tide in a critical moment.

Alignment is also important. In the DCC RPG alignment are not just philosophical ideas but represent fundamental factions of the DCC universe. You are not just choosing a belief but who your friends and allies are in the natural and supernatural world. Behind all that are things that man is not meant to know.

Throughout this is the simplicity of original Dungeons & Dragons. Class dominates, and your abilities are 3d6 straight down the line. Some rule subsystems are more complex than OD&D but they are clearly there because these are rules for Swords & Sorcery.

And even at this early stage the writing shines with Joseph Goodman's love of the novels and stories that make up Appendix N of AD&D's Dungeon Master Guide. The playtest adventures I received shine likewise and feel much more like a Moorcock or Howard Adventure than a D&D adventure.

The DCC RPG is going for a specific feel and tone both in it's writing and it's rules. This means that it not going to appeal to all players of the Old School Renaissance. It not D&D but instead is a Swords & Sorcery RPG. But given the what I seen so far I think it going to develop into a game to keep an eye on. That fans of the Dungeon Crawl Classic Modules are going to really like this RPG.
Title: A look at the Dungeon Crawl Classic RPG
Post by: The Butcher on November 23, 2010, 12:19:38 PM
I was indifferent, but you've piqued my interest.
Title: A look at the Dungeon Crawl Classic RPG
Post by: Benoist on November 23, 2010, 12:39:21 PM
I'm still wondering what the point of this game is, besides Goodman Games controlling its own system and IP, which I have no particular interest in, and doesn't impact play at my game table whatsoever. The fact that it does some things differently is a good point, and might incite me to check out reviews, but I can't say I'm thrilled about it.
Title: A look at the Dungeon Crawl Classic RPG
Post by: danbuter on November 23, 2010, 12:42:29 PM
If they'd released the game two years ago, I think it would have done very well. Now, there's too much established competition. The one thing that will probably save it is that Goodman will publish a ton of adventures for the game.
Title: A look at the Dungeon Crawl Classic RPG
Post by: ColonelHardisson on November 23, 2010, 03:12:15 PM
Quote from: danbuter;419335If they'd released the game two years ago, I think it would have done very well.

I honestly thought it had been released a couple of years ago. It's still only in playtest? I'd swear I remember reading about them doing this game a good while back.
Title: A look at the Dungeon Crawl Classic RPG
Post by: Doom on November 23, 2010, 06:49:03 PM
Quote from: danbuter;419335If they'd released the game two years ago, I think it would have done very well. Now, there's too much established competition. The one thing that will probably save it is that Goodman will publish a ton of adventures for the game.

And that's the thing I think 4e could have used to be successful. Where are the 'great classic' adventures for this system? 4e does some things well, and yet WoTC seems trapped in, at best, trying to sell remakes of D&D modules, instead of making adventures/combat packs that would really play to 4e's strengths.

Too many hardcovers, not enough adventures....I sure hope Goodman floods us with adventures, I definitely will be up for a simple RPG with lots of adventures once my AD&D campaign winds down in a half year or so.
Title: A look at the Dungeon Crawl Classic RPG
Post by: Joey2k on November 23, 2010, 07:55:58 PM
I thought I read somewhere that it used weird "dice", like a d3, d5, etc.  It's silly, but that's a turn-off for me.  It seems gimmicky and unnecessary.  I can't imagine any reason why you can't come up with a mechanic that uses a die type that actually exists.

I can't find anything about that now, so I may be mistaken.
Title: A look at the Dungeon Crawl Classic RPG
Post by: ggroy on November 23, 2010, 08:20:59 PM
Quote from: Technomancer;419433I thought I read somewhere that it used weird "dice", like a d3, d5, etc.  It's silly, but that's a turn-off for me.  It seems gimmicky and unnecessary.  I can't imagine any reason why you can't come up with a mechanic that uses a die type that actually exists.

I can't find anything about that now, so I may be mistaken.

Some of the later 3.5E Dungeon Crawl Classics modules used these weird dice.
Title: A look at the Dungeon Crawl Classic RPG
Post by: ggroy on November 23, 2010, 08:24:22 PM
Quote from: Doom;419414Too many hardcovers, not enough adventures....I sure hope Goodman floods us with adventures, I definitely will be up for a simple RPG with lots of adventures once my AD&D campaign winds down in a half year or so.

I thought the first batch of Goodman 4E modules (back in late 2008 -> early 2009), were kinda on the crappy side.  They didn't live up to the quality of the earlier 3.5E era Dungeon Crawl Classics modules.

Hopefully Goodman will go back to producing modules similar to the 3.5E era ones, and not the mediocre 4E ones.
Title: A look at the Dungeon Crawl Classic RPG
Post by: danbuter on November 23, 2010, 08:40:20 PM
Quote from: Technomancer;419433I thought I read somewhere that it used weird "dice", like a d3, d5, etc.  It's silly, but that's a turn-off for me.  It seems gimmicky and unnecessary.  I can't imagine any reason why you can't come up with a mechanic that uses a die type that actually exists.

I can't find anything about that now, so I may be mistaken.

One of the early playtests mentioned this. I also agree using weird dice is just dumb. Hopefully, they change the rules.
Title: A look at the Dungeon Crawl Classic RPG
Post by: danbuter on November 23, 2010, 08:43:18 PM
Quote from: ColonelHardisson;419371I honestly thought it had been released a couple of years ago. It's still only in playtest? I'd swear I remember reading about them doing this game a good while back.

You're probably thinking of Eldritch Roleplaying, which was a one-off lite rpg system. I believe Goodman was actually publishing someone else's game as the publisher (kind of like how Mongoose does Flaming Cobra).
Title: A look at the Dungeon Crawl Classic RPG
Post by: mhensley on November 23, 2010, 09:01:09 PM
Quote from: Technomancer;419433I thought I read somewhere that it used weird "dice", like a d3, d5, etc.  It's silly, but that's a turn-off for me.  It seems gimmicky and unnecessary.  I can't imagine any reason why you can't come up with a mechanic that uses a die type that actually exists.

I can't find anything about that now, so I may be mistaken.

From here-
http://www.goodman-games.com/forums/viewtopic.php?f=20&t=7040

Quote from: goodmangamesAs for the mechanics, the core mechanic is a d20 roll, kind of like 3E. Except occasionally it's a d16 or d24 instead of a d20. I like Zocchi dice.

and

Quote from: goodmangamesRemember when you were a kid and all those unusual polyhedrons were COOL? Before they became "just dice"?

DCC RPG feels that way, when you reach for your d5, d16, or d24. You need the "standard dice"...plus a few more.

It's fun. And applying your normal attack modifier to a d16 roll is faster than rolling d20 and doing the "-4 math."

Wait till you have a chance to give it a try. You'll see.
Title: A look at the Dungeon Crawl Classic RPG
Post by: mhensley on November 23, 2010, 09:05:33 PM
I'm very interested in seeing this game and the tiny bits of info we've seen so far is just frustrating.
Title: A look at the Dungeon Crawl Classic RPG
Post by: crkrueger on November 24, 2010, 04:35:35 AM
I have a bunch of d14, d16, d24, d30.  It makes any sort of "die-type scaling" game easier.

Colonel Zocchi kicks some serious ass.
Title: A look at the Dungeon Crawl Classic RPG
Post by: Dirk Remmecke on November 24, 2010, 07:48:20 AM
Quote from: Goodman GamesDCC RPG feels that way, when you reach for your d5, d16, or d24. You need the "standard dice"...plus a few more.

Then the game better came in a box ... with the dice.
Title: A look at the Dungeon Crawl Classic RPG
Post by: mhensley on November 24, 2010, 02:16:34 PM
Quote from: Dirk Remmecke;419500Then the game better came in a box ... with the dice.

Apparently, that's their plan.
Title: A look at the Dungeon Crawl Classic RPG
Post by: ghul on November 24, 2010, 03:25:26 PM
At Gary Con II I sat and watched my buddy play in a session of DCC RPG as run by Joe Goodman himself. It was an interesting take on D&D and the magic system reminded me of ... what was it, GURPS? ... where spells have variable degrees of success? I forget. But it was fun to watch. Really, the rules were secondary to the adventure itself, as Joe is a good DM. I enjoyed observing, and my buddy said the game was a lot of fun.
Title: A look at the Dungeon Crawl Classic RPG
Post by: Spinachcat on November 24, 2010, 05:24:53 PM
Estar, tell us more about the game!

Especially how it is a S&S game more than another D&D clone.

Quote from: estar;419315The DCC RPG is going for a specific feel and tone both in it's writing and it's rules. This means that it not going to appeal to all players of the Old School Renaissance.

90% of the OSR is "D&D Revival", but the 10% who are excited by new RPGs that take Old School play in new directions will definitely check this out.

I do wonder why Goodman waited so long.  

I suspect the Goodman RPG will do well.   Unlike the rest of the OSR which lives on Lulu, Goodman has a hold in actual game stores.   He will sell a physical product and support it heavily.

Frog God Games is putting out Swords & Wizardry, but I wonder if they have distribution channels into FLGS.

Quote from: Dirk Remmecke;419500Then the game better came in a box ... with the dice.

I don't get the weird dice.    Even if they come in the box, its only one set.  I guess its just about pumping the Zocchi die line?

There may be some odd sense in this.   Back in the early days of gaming, all those "weird" dice were neat and new and got players excited.   Maybe the same will happen with D16s and D24s?

Of course, back in 1976, Tunnels & Trolls used the opposite tactic of saying "D6s all the time!" which has its own marketing power.
Title: A look at the Dungeon Crawl Classic RPG
Post by: finarvyn on November 24, 2010, 08:26:45 PM
Not so sure about the weird dice, but I'm a fan of Goodman's DCC module series and everything I've seen about the RPG playtest sounds interesting to me. Reminds me a lot of C&C (a 3E lite system) which is good because I think that there are some things 3E did right if only one can sift through the quantity of rules in that edition, so a streamlined 3E could be a lot of fun.

Also, most of the other "retro" games focus on other editions besides 3E. That makes it a little different, in my book!
Title: A look at the Dungeon Crawl Classic RPG
Post by: estar on November 24, 2010, 11:09:40 PM
Quote from: Spinachcat;419652Estar, tell us more about the game!

I can't into specifics as things are still in a state a flux. So what I say may be accurate two months from now. The comments about the odd dice, which came from Joseph, what I cautioned on about sticking to generalities.

I don't know if they going to keep the odd dice but the general principle is that fighters do better criticals than other classes and all classes improve their range of critical hits as they level. The mechanics used to implement that concept may change.


Quote from: Spinachcat;419652Especially how it is a S&S game more than another D&D clone.

Class Abilities, Critical Hits, Critical Misses, Luck, and the Magic System are what sets this apart mechanically from other retro-clones/d20 variants and gives it a Swords & Sorcery feel.  Many spells and several subsystem detail how to deal with otherworldly beings (i.e. demons, elementals, etc) and play a bigger part than a bog standard D&D game.

Quote from: Spinachcat;41965290% of the OSR is "D&D Revival", but the 10% who are excited by new RPGs that take Old School play in new directions will definitely check this out.


Quote from: Spinachcat;419652I do wonder why Goodman waited so long.  

I can't speak to that. I know working with him on Points of Light both business and creative issues play equal parts in his decisions.  I do know that the DCC RPG is a labor of love for him. It shows in the writing.

Quote from: Spinachcat;419652I suspect the Goodman RPG will do well.   Unlike the rest of the OSR which lives on Lulu, Goodman has a hold in actual game stores.   He will sell a physical product and support it heavily.

The DCC brand give Joseph Goodman a good way to introduce this RPG to the general gaming hobby.  I suspect it will be a solid performer in the way Hackmaster is for KenzerCo and Castles & Crusade for Troll Lords. And develop an audience much in the same way.

Well Lulu is used by the OSR because many of us are bootstrapping are way up. Lulu offers a low risk but slow approach to build a audience.


Quote from: Spinachcat;419652Frog God Games is putting out Swords & Wizardry, but I wonder if they have distribution channels into FLGS.

I believe they do. They have everything Necromancer has except Clark Peterson's involvement.
Title: A look at the Dungeon Crawl Classic RPG
Post by: Tetsubo on November 25, 2010, 08:42:58 AM
Quote from: CRKrueger;419483I have a bunch of d14, d16, d24, d30.  It makes any sort of "die-type scaling" game easier.

Colonel Zocchi kicks some serious ass.

I know I don't have an d14s and I'm not sure if I have any d16s... I am officially jealous.
Title: A look at the Dungeon Crawl Classic RPG
Post by: Tetsubo on November 25, 2010, 08:47:06 AM
Quote from: mhensley;419608Apparently, that's their plan.

Maybe it's my age, but I have no interest in such a product model. I literally have an entire shelf behind me at the moment filled with boxed sets. They take up far more room than books. I prefer the efficiency of books over boxes. Is this design concept driven by pure nostalgia?

I have nostalgia (well, some) for older games. But not for the style pf publication. For me, it's like releasing a movie on VHS rather than DVD. It just makes no sense.
Title: A look at the Dungeon Crawl Classic RPG
Post by: ggroy on November 25, 2010, 09:16:30 AM
Quote from: estar;419813The DCC brand give Joseph Goodman a good way to introduce this RPG to the general gaming hobby.  I suspect it will be a solid performer in the way Hackmaster is for KenzerCo and Castles & Crusade for Troll Lords. And develop an audience much in the same way.

Hopefully Joseph Goodman will do a better job than Castles & Crusades, in regard to a regular release schedule.

(ie.  The C&C "Castle Keepers Guide" being vaporware for years).
Title: A look at the Dungeon Crawl Classic RPG
Post by: mhensley on November 25, 2010, 02:29:49 PM
Quote from: Tetsubo;419909Maybe it's my age, but I have no interest in such a product model. I literally have an entire shelf behind me at the moment filled with boxed sets. They take up far more room than books. I prefer the efficiency of books over boxes. Is this design concept driven by pure nostalgia?

I have nostalgia (well, some) for older games. But not for the style pf publication. For me, it's like releasing a movie on VHS rather than DVD. It just makes no sense.

Well, it would be kind of tough to package dice with a book without a box.
Title: A look at the Dungeon Crawl Classic RPG
Post by: ggroy on November 25, 2010, 08:05:44 PM
Any word on how Joseph Goodman is envisioning high level play in his DCC rpg?

IIRC, the high level 3.5E DCC modules were a mixed bag.  I preferred the lower level DCC modules, for the most part.

Even back in the day, we usually didn't play beyond level 10 in 1E AD&D.  It seemed kinda pointless in "always fighting orcs".
Title: A look at the Dungeon Crawl Classic RPG
Post by: ggroy on November 25, 2010, 08:07:58 PM
Hopefully the DCC rpg modules will be more interesting than the Castles & Crusades modules produced by Troll Lord themselves.  Most of the C&C modules I've read, were kinda generic and boring.
Title: A look at the Dungeon Crawl Classic RPG
Post by: Benoist on November 25, 2010, 08:36:47 PM
Well, the dice mechanic got me mildly curious. I do have d3, d5, d14, d16, d24 etc. and have been using them in my games.