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?
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.
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.
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.
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. (http://www.therpgsite.com/showthread.php?t=28999&highlight=planeswalking)
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.
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.
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.
Me, I'm just waiting to see, if I ever receive anything from that totally screwed Appendix N Adventure Toolkit (https://www.kickstarter.com/projects/1778492214/appendix-n-adventure-toolkits-dcc-rpg-modules) 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?
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.
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).
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.
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.
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.
So far, mostly just playing.
I've run a couple funnels as demos. Lotsa fun.
Quote from: Fiasco;756685Elves don't have to make corruption roles... Only applies to human wizards.
Bloody GM!
Quote from: One Horse Town;756763Bloody GM!
Hahahahahahaha :-)
Quote from: Fiasco;756764Hahahahahahaha :-)
Nah, we all presumed when 'wizard' was mentioned in the text that it applied to Elves casting spells as well.
I ran a funnel a while back. One thing I'd say is that make sure the players are on the same page for the point of the funnel. One player got it and had his peasants gleefully falling to horrible deaths, one survived. Other players were extremely cautious with their peasants and were almost loathe to action so that 3 out of 4 survived but there was no carefree abandon in the role playing.
DCC is on my short-list of games-to-run-soon. I do use the critical hit tables in other games.
i think that elves roll on corruption tables and are also subject to misfire and patron taint.
Quote from: ostap bender;757089i think that elves roll on corruption tables and are also subject to misfire and patron taint.
That's definitely how I've run it. Given that there's absolutely nothing (that I can find) that disadvantages demi-humans over humans (they don't get higher xp tables like in regular D&D) I would think you wouldn't want that on top of that elves get no repercussions from magic use.
Quote from: The Butcher;756281Who's running it?
Me.
QuoteWhat's your setting like?
I just updated it on today's blog (http://therpgpundit.blogspot.com/2014/06/dcc-campaign-update.html):
And the quote of the night? "DCC sure has taught us a lot about tolerance!"
There's a string of words that might never have been heard in that particular sequence before.
QuoteAre you running published stuff, other than Goodman Games adventures?
Not even running goodman game adventures. However, I've cannibalized bits from all over; I think I've used at least something from each of the following:
AD&D DMG 1e
AD&D Monster Manual
Adventures Dark & Deep GM guide
Vornheim
Advanced Fighting Fantasy (Port Blacksand book)
Machinations of the Space Princess (modified version of the carousing table)
Hulks & Horrors (some of the sci-fi stuff)
Vornheim (weirder random tables)
QuoteHow 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?
Mostly reliable. But weird. A lot of them have side-effects.
QuoteHow's it different from playing and/or running trad D&D, beyond the obvious differences?
Its fairly similar, but more gonzo!
RPGPundit
Quote from: RPGPundit;757663That's definitely how I've run it. Given that there's absolutely nothing (that I can find) that disadvantages demi-humans over humans (they don't get higher xp tables like in regular D&D) I would think you wouldn't want that on top of that elves get no repercussions from magic use.
This.
let the pointy ears suffer too.
Besides the core rule book has "King of Elfland" as a patron. His entry has plenty of misfire/ corruption in it. Seems like he would be the perfect patron for elves.
Clearly. And this thread is the first place I ever heard the suggestion that Elves are immune to corruption.
I think it may be possible, simply by swapping the equipment price lists and adopting the treasure tables, to graft the whole ACKS economy and endgame into DCC.
The result would The One OSR RPG To Rule Them All.
More on this as I get to work on it.
Quote from: The Butcher;758108I think it may be possible, simply by swapping the equipment price lists and adopting the treasure tables, to graft the whole ACKS economy and endgame into DCC.
The result would The One OSR RPG To Rule Them All.
More on this as I get to work on it.
Get to work on it immediately! :)
Can't you use Spellburn and Luck to avoid spell corruption?
Quote from: RabidWookie;758222Get to work on it immediately! :)
The beauty of this is that it's actually easy. See, I'm a lazy bum when it comes to gaming. :D
I'll post a bit about it later today.
Quote from: RPGPundit;758106Clearly. And this thread is the first place I ever heard the suggestion that Elves are immune to corruption.
But if they are, is it such a bad thing? If "to hell with everything must balance" is part of the creed and since you only get an elf if you roll an elf during the funnel, is it a problem if they are immune to corruption?
I would argue they are. It's like Warhammer and elves being lawful and being able to use all forms of magic. They're rare and that's their advantage so deal with it. Given they have huge in game disadvantages beyond the basic simple mechanical.
Quote from: Marleycat;758343I would argue they are. It's like Warhammer and elves being lawful and being able to use all forms of magic. They're rare and that's their advantage so deal with it. Given they have huge in game disadvantages beyond the basic simple mechanical.
I'd be fine with them being immune to corruption... though I wouldn't have them be lawful. I'd have them be more innately magical... but without souls. Kinda creepy and lots of people don't like them... some towns won't let them in. Social stigma.
Quote from: Simlasa;758351I'd be fine with them being immune to corruption... though I wouldn't have them be lawful. I'd have them be more innately magical... but without souls. Kinda creepy and lots of people don't like them... some towns won't let them in. Social stigma.
DCC defines elves more in terms of chaotic or neutral at best not your typical law and order. I like the social stigma angle. My players expect to play demi-humans so I keep them in but the reaction in most of my human lands to elves is more akin to what you would expect for a tiefling. Severe mistrust and penalties to reaction rolls.
Quote from: Marleycat;758223Can't you use Spellburn and Luck to avoid spell corruption?
Yes. The characters still have to deal with the slow degradation of stats.
Quote from: Simlasa;758351I'd be fine with them being immune to corruption... though I wouldn't have them be lawful. I'd have them be more innately magical... but without souls. Kinda creepy and lots of people don't like them... some towns won't let them in. Social stigma.
Well in DCC they are demon worshippers basically. Remember they are class as race and suffer big social stigmta (penalties). In Warhammer they are GOOD in a CHAOTIC setting at best with huge social stigmata.
Quote from: Marleycat;758223Can't you use Spellburn and Luck to avoid spell corruption?
If you don't want the corruption result you rolled, you can choose to lose 1 point of permanent luck instead.
DCC elves are basically Elric of Melnibone. They can wield Magica that warp and corrupt mere humans but they are always outsiders, hated and mistrusted. In game this is somewhat balanced by their vulnerability to iron.
Quote from: Fiasco;759011DCC elves are basically Elric of Melnibone. They can wield Magica that warp and corrupt mere humans but they are always outsiders, hated and mistrusted. In game this is somewhat balanced by their vulnerability to iron.
That's pretty much my opinion as I already detailed upthread. And they have cold iron vulnerability? Meh, they shouldn't ever need to worry about corruption.
They have plenty of issues as is. It's similar to playing a Drow in Dnd with the DM enforcing realistic reactions from the world and NPC's populating it. With wild magic in the mix no less.
Remember in DCC they are all natural magic users, every last one of them. I suppose they could all be mutant abominations but that's stupid and doesn't make any sense according to the book or actual setting.
In my Gonzo DCC setting, the elves are all decadent hipsters that live in mostly-crumbling high-tech domes. Only a tiny handful of the elves can be bothered to know anything about either technology or magic.
Quote from: RPGPundit;759577In my Gonzo DCC setting, the elves are all decadent hipsters that live in mostly-crumbling high-tech domes. Only a tiny handful of the elves can be bothered to know anything about either technology or magic.
:D:D:p
Someday, maybe after I finish this Dark Albion thing, I'll be making a campaign book about it.
Quote from: RPGPundit;759856Someday, maybe after I finish this Dark Albion thing, I'll be making a campaign book about it.
Can't wait to see that. It may be an utter disaster but it couldn't help but to be fun.
Quote from: Marleycat;759857Can't wait to see that. It may be an utter disaster but it couldn't help but to be fun.
Well, "disaster" maybe in the sense of a beautiful mess, sure. But the interesting thing is that while it seems absolutely nuts from the point of view of a player, in fact every single thing I've put inside the setting has an internal logic and reason for being there.
Quote from: RPGPundit;760386Well, "disaster" maybe in the sense of a beautiful mess, sure. But the interesting thing is that while it seems absolutely nuts from the point of view of a player, in fact every single thing I've put inside the setting has an internal logic and reason for being there.
Just make sure you tell us GMs that, and don't hide all the cleverness like Mr. McKinney.
Quote from: RPGPundit;760386Well, "disaster" maybe in the sense of a beautiful mess, sure. But the interesting thing is that while it seems absolutely nuts from the point of view of a player, in fact every single thing I've put inside the setting has an internal logic and reason for being there.
No, I believe you. It's just that Arrows of Indra isn't my thing but it's good. So bring it on with this idea. You make interesting games so keep doing so.
Quote from: CRKrueger;760389Just make sure you tell us GMs that, and don't hide all the cleverness like Mr. McKinney.
Oh of course, all of the big secrets of the setting would be published and explicit.