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[DCC] The best adventure modules

Started by The Butcher, December 28, 2013, 12:57:00 PM

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pspahn

Quote from: bryce0lynch;719223When I went to GenCon 2013 I bought every module that looked remotely OSR. Because of that I ended up with A LOT of Frog God and 'new' DCC RPG modules. I went through and arranged the modules so I didn't review a single publisher twice in a row; that way leading to madness and burnout. Anyway, sheer numbers meant that I ended up with a pile of DCC and frog god at the end, and then finally a pile of just DCC. I just finished my last one though. I'm now moving on to things I picked up on an ad-hoc basis since then.

Ah, got ya! PM sent. Just don't forget about us little guys who can't afford GenCon! :)
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K Peterson

The only DCC adventure I've run is Sailors on the Starless Sea, and we only got halfway through it. A lot of fun, though.

I own and have read a number of others - here are the ones that I've enjoyed:
  • Doom of the Savage Kings
  • People of the Pit
  • The Emerald Enchanter
  • Beyond the Black Gate
These haven't left any real impression on me. Not awful but not inspirational.
  • Jewels of the Carnifex
  • The 13th Skull
  • Emerikol was Framed
  • Blades Against Death
  • The Sea Queen Escapes

Melan

I have not been keeping up, but I was favourably impressed by some of the DCC materials released by Purple Duck Games. Bone Hoard of the Dancing Horror is neat, and In the Prison of the Squid Sorceror, while a lot of its mini-adventures need extra work, has a lot of potential. Sepulcher of the Mountain God, less so. And Through the Cotillion of Hours is very imaginative.

Generally, DCC adventures seem to be too enamoured with the 'funnel' idea, while Purple Duck's stuff takes things in a more interesting direction.
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RPGPundit

I haven't actually used any of the DCC modules; they're hard to come by around here.  I'd love to get some as review copies, though after the huge hassle Goodman had in getting me the DCC core book I'd understand if they weren't interested.
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Varek Azzur

i love them all but harley stroh is a genius.

btw, melan if i may correct you, gg dcc modules are not really funnel-focused. except for one (great sailors on starless sea) they are all for leveled characters.

crkrueger

I agree that Stroh is a great module author.  My only minor criticism of the DCC module line is it's just a little too much.  Trying to make a campaign out of the modules would be pretty crazy, every day is another Heavy Metal movie.  I know that is kind of the point, but the rules could also support less gonzo S&S, just that's not reflected in the modules I've seen.
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JeremyR

Quote from: CRKrueger;723527I agree that Stroh is a great module author.  My only minor criticism of the DCC module line is it's just a little too much.  Trying to make a campaign out of the modules would be pretty crazy, every day is another Heavy Metal movie.  I know that is kind of the point, but the rules could also support less gonzo S&S, just that's not reflected in the modules I've seen.

I dunno. I think the whole DCC game and its modules are mostly meant (and suited for) play at conventions, not campaigns.

I used to think the same was true for Call of Cthulhu, but with DCC it's even more so