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Post by reddicediaries on Jul 25, 2023 13:18:13 GMT -6
Hi all,
I've got the DCC core book and enjoy reading the supplements (have the box Lankhmar and Dying Earth boxed sets), however I've always found the size of the book a little intimidating and unwieldy (I have quite a poor memory). Can anyone recommend a good cheat sheet or easy introduction to the system since I've always fancied actually giving it a go?
Thanks
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oldskolgmr
Level 3 Conjurer
Can the Cleric heal me? What? Alright, the Clerk will have to do.
Posts: 99
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Post by oldskolgmr on Jul 25, 2023 14:01:44 GMT -6
The shortest document (and really almost all the rules) is a free download from Goodman Games. Just over 30 pages of text. Good luck!
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Post by hamurai on Jul 25, 2023 22:33:44 GMT -6
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Post by doublejig2 on Jul 25, 2023 22:38:04 GMT -6
That, and the DCC modules themselves are most excellent!
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Post by Finarvyn on Jul 26, 2023 5:17:37 GMT -6
The shortest document (and really almost all the rules) is a free download from Goodman Games. Just over 30 pages of text. Good luck! I assume you intended to provide a link? goodman-games.com/wp-content/uploads/2020/03/DCC_QSR_Free.pdfYou are correct, that the core rules are really only around 30 pages in length. Most of the thickness of the rulebook is the spell part. If you want a "cheat" for the spells, try the "Sorcerer's Grimoire DCC Spellbook Utility" which will create a spellbook for a wizard that can be printed out so they don't need to look at the rulebook to cast spells. purplesorcerer.com/grimoire.phpThat, and the DCC modules themselves are most excellent! Agreed. One thing I like is that DCC modules tend to have unique monsters, so when I run my 5E group through them they don't know the monster's stats and/or weaknesses.
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Post by stoerm on Apr 8, 2024 22:31:46 GMT -6
Here's the thing about the DCC core book: There aren't many actual rules in it. Most of those pages are better thought of as details: Spells, patrons, monsters, etc. I suspect you could (and someone has) made a 20 page bulleted document with the actual rules. The size of the book intimidates people, but it's a pretty simple game. Others have pointed you to the quick start guide and that's the right place to start. Use the book when you need more spells or etc, or read between sessions to flesh out your knowledge based on the experience of the previous game.
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Parzival
Level 5 Thaumaturgist
Is a little Stir Crazy this year...
Posts: 347
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Post by Parzival on Apr 12, 2024 9:38:28 GMT -6
I just picked up the free hardcopy DCC Quick Start Rules at my Friendly not-all-that-Local Game Store.* 32 pages. Looking forward to perusing it to see what all the fuss is about. I encourage anybody to go by your FLGS and see if they have one. Really nicely done product— slick card cover, heavier than the old TSR Basic booklets. Lots of art (much riffing on or inspired by the classic TSR artists— Trampier, DCS, Otus, Dee, Willingham). Ought to be fun just to read it.
*The Game Keep, Hermitage, TN (Nashville metro area). I’m about an hour’s drive away, so I don’t get there much. Possibly the oldest continual dedicated game store in the area. Lots of stock in a small space— worth the stop if you’re in the area.
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Parzival
Level 5 Thaumaturgist
Is a little Stir Crazy this year...
Posts: 347
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Post by Parzival on Apr 14, 2024 10:15:35 GMT -6
Did a quick perusal of the core rules. Okay, I can see it would be a fun “just go with it” rules system for light, old-style “fantasy (silly) gritty” play. I’d definitely play in a game. But I wouldn’t DM it— too many charts of random bad stuff, and not the feel for a campaign I’d want to run. For that, I’ll stick with the RC.
I did appreciate seeing some actual Jim Holloway art— he was a master of the silly scene. (His art for the “fumble” chart is funny and inspired. Gonna miss his work.)
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Post by jeffb on Apr 14, 2024 18:52:48 GMT -6
Did a quick perusal of the core rules. Okay, I can see it would be a fun “just go with it” rules system for light, old-style “fantasy (silly) gritty” play. I’d definitely play in a game. But I wouldn’t DM it— too many charts of random bad stuff, and not the feel for a campaign I’d want to run. For that, I’ll stick with the RC. I did appreciate seeing some actual Jim Holloway art— he was a master of the silly scene. (His art for the “fumble” chart is funny and inspired. Gonna miss his work.) I've a thread towards the bottom of the page asking about the game and then detailing my experience running the game for my Kids group, way back when. They had more of a time with it than I did as the DM, but yeah- too many tables- spellcasting, crits, etc. I also am just not into the whole funnel bit. Fun for a one shot thing, but as part of every campaign or every several sessions due to character attrition? No thanks. I'd rather not waste sessions playing "the darwin award finalists". It's a fantastic resource for swiping stuff to plug into other games, IMO. I've yoinked the cleric healing system, and the fighter stunt system in the past. And it's dripping with a great "vibe". There are a ton of excellent setting and adventure products out there that are easily converted as well. I've backed a few KS for DCC adventures (e.g. Jungle Tomb of the Mummy Bride) Inspirational in many ways, but I don't care for it as a system of choice.
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Post by hamurai on Apr 14, 2024 22:11:33 GMT -6
They had more of a time with it than I did as the DM, but yeah- too many tables- spellcasting, crits, etc. I also am just not into the whole funnel bit. Fun for a one shot thing, but as part of every campaign or every several sessions due to character attrition? No thanks. I'd rather not waste sessions playing "the darwin award finalists". We played one funnel as the campaign starter which yielded 7 surviving characters. I, as DM, allowed the players to pick one of them each as their PC and the rest was kept as backup for when PCs died. When I ran other funnels (sometimes with different groups) I kept the surviving characters "for later use". There was no need to run funnels for me, I think my group played just two of them, I played three others with mostly completely different people at a con. One of those players took some survivors with him to start his own group. All in all I have a collection of about 15 funnel survivors who had "earned" (by luck or wits) 1st level somehow and who could be used by my players as backup characters unless they wanted to generate new characters from scratch, but those missed out on the funnel experience, as I didn't make the funnel a requirement. The funnels add a great deal of background to new characters, though, I think.
Concerning tables, I never felt there are too many. The Spell tables are a great idea which I prefer over Vancian casting. The other tables are probably all on the DM Screen. Some maybe not, but they are hardly used.
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Post by jeffb on Apr 15, 2024 7:15:58 GMT -6
They had more of a time with it than I did as the DM, but yeah- too many tables- spellcasting, crits, etc. I also am just not into the whole funnel bit. Fun for a one shot thing, but as part of every campaign or every several sessions due to character attrition? No thanks. I'd rather not waste sessions playing "the darwin award finalists". We played one funnel as the campaign starter which yielded 7 surviving characters. I, as DM, allowed the players to pick one of them each as their PC and the rest was kept as backup for when PCs died. When I ran other funnels (sometimes with different groups) I kept the surviving characters "for later use". There was no need to run funnels for me, I think my group played just two of them, I played three others with mostly completely different people at a con. One of those players took some survivors with him to start his own group. All in all I have a collection of about 15 funnel survivors who had "earned" (by luck or wits) 1st level somehow and who could be used by my players as backup characters unless they wanted to generate new characters from scratch, but those missed out on the funnel experience, as I didn't make the funnel a requirement. The funnels add a great deal of background to new characters, though, I think. Concerning tables, I never felt there are too many. The Spell tables are a great idea which I prefer over Vancian casting. The other tables are probably all on the DM Screen. Some maybe not, but they are hardly used.
Absolutely one can ignore the funnels and play the game and be fine, and I did. I get that others like the funnels. To me that's a novelty thing, not a feature. It's all a preference thing. I have a fast and loose style and try to run combat as fast as possible and ramp up tension. If your players are the type who like to analyze and contemplate on their turns, they will get passed over very quickly in my games and probably hate it, and thats OK. Everyone likes different things. I move quickly from player to player and like quick resolution.* DCCRPG runs counter to that with the table lookups and multiple rolls required for resolution of crits, spell effects, etc. And after awhile the table results seem repetitive and predictable. Too much codification. *Other games I may enjoy dice mechanics that take a bit longer to resolve because they allow for creative ad-lib within the fiction of the gameplay e.g. the FFG Star Wars system. Dungeon World (with some slight mods) is my fantasy system of choice because it moves fast while allowing that creative ad lib for combat, spells, etc.
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Parzival
Level 5 Thaumaturgist
Is a little Stir Crazy this year...
Posts: 347
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Post by Parzival on Apr 15, 2024 13:54:49 GMT -6
Yeah, funnels make little sense to me. Heck, any party of 1st level characters in D&D is being “funneled.” Some survive, some don’t. If they don’t, switch to the henchmen or roll new PCs. Rinse and repeat.
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Post by geoffrey on Apr 15, 2024 17:54:11 GMT -6
DCC is one of those games that I own that reads very well indeed, but that unfortunately I have never played (mostly because of laziness on my part). If a falling star ever lands on my house and destroys all of my stuff, I would buy only an earlier printing of DCC and an early printing of B2 (and of, course, lots of weird dice). That way I would force myself to not be lazy and get a DCC campaign going set in the Borderlands.
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Post by doublejig2 on Apr 15, 2024 18:26:25 GMT -6
We made it through about 10 DCC innovative modules. There isn't a lot of campaign support save one to the next as one can imagine given the funnel and other disturbing commitments, but the game table experience was very enjoyable.
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Post by Falconer on Apr 15, 2024 20:05:22 GMT -6
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flightcommander
Level 6 Magician
"I become drunk as circumstances dictate."
Posts: 370
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Post by flightcommander on Apr 15, 2024 21:43:22 GMT -6
The DCC funnel always had a bit of a Paranoia vibe about it.
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Post by hamurai on Apr 15, 2024 22:31:16 GMT -6
I move quickly from player to player and like quick resolution.* DCCRPG runs counter to that with the table lookups and multiple rolls required for resolution of crits, spell effects, etc. I'm guessing that you refer to Warrior's and Dwarf's feature Mighty Deed of Arms that slows down combat? Otherwise I don't see many tables gettinig used during normal combat.
A crit is a roll on the character class's or special monster's crit table and might result in an additional damage and/or save roll. Same with fumbles. Of course, OD&D is faster and more flexible. Personally, I like the different Crit tables in DCC, so a Warrior's crit will be much more effective than a peasant's. I also prefer the 3 Saving Throws to OD&D's. The 3 are much more intuitive for most players.
One thing I did early on (returning to topic now ), owning the PDF I printed the Deeds of Arms pages and the Wizard's spell pages for the respective players so they wouldn't have to flip through the book all the time. Deeds are 4 pages which I printed duplex and 2 pages per sheet so it's one extra sheet for the warrior and the dwarf players. Wizards and elves don't get so many spells, so I print those out, too. They also got the spellburn and spell duel pages printed. I've played a wizard myself, so I knew what helps most. I made myself my own little grimoire with these rules and spell pages. Nice prop and reference booklet. This booklet also holds the "character sheet" and rules for my Horned Slug familiar.
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Post by Starbeard on Apr 19, 2024 12:16:23 GMT -6
owning the PDF I printed the Deeds of Arms pages and the Wizard's spell pages for the respective players so they wouldn't have to flip through the book all the time. This is the absolute best practice, in my opinion. DCC is absolutely a fast-playing, free-wheeling, quick-resolution game in the manner of OD&D or B/X, it just uses a different way of handling the rules, and requires a slightly different sort of system mastery from everyone. The first requirement is realizing that the funnel is actually 0% necessary. You can in fact play a lifetime of campaigns and never ever touch the optional 0-level funnel rules. They're just there popular because they lend the game a unique angle, and funnel adventures are guaranteed to sell the best. The second is coming to terms with the understanding that 90% of the time, 90% of the tables and subsystems aren't even relevant: knowing which sections of which tables you have any expectation to see in play, and whether you can gloss over a table that does show up but won't make any relevant difference, is unfortunately something that only comes with experience, but it does come relatively quickly. The third is being proactive in getting those relevant tables to the players who will need them, and letting them handle it as part of their character sheet. My fighter players had a great time coming up with their own unique mighty deeds tables, my wizard players had a good time marking out the likely case and best/worst case thresholds for the few spells they knew; it all worked out and play sped up immensely after that.
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Post by stoerm on Apr 23, 2024 14:41:06 GMT -6
As a DCC veteran (also, years ago, BX, AD&D, etc) I may be able to offer some assistance if anyone wants help with the game. A few ideas to share based on comments here:
1) Over time you start to ignore the tables. They're sort of like training wheels, akin to Rolemaster criticals: "Oh! An 89 on the D crit table... that's a serious strike." Then the GM makes up something cool. I have systematically removed most of the tables and references from my numerous DCC games, replacing either with rulings or alternate formulas to guide rulings. One thing that can be said about DCC and all its numerous different flavors is that it is very, very robust to tinkering. The one thing the table really needs is players who will take charge of their own spell tables. You can rule those results as well, but the tables are pretty cool.
2) It is fantastic for campaign play. However the modules are (not all, but most) geared toward over-the-top one-shot style play. You can easily tone them down and run a more serious game if that's what you want to do. The problem with running all DCC modules is that if everything is also weird and crazy, nothing is really weird and crazy, so you want to dole it out intermittently which requires a bit of adjustment. But the swingy nature of all those corruption and misfire and spell results makes for excellent in-game generation of plot hooks, especially if the players are proactive about the 'quest for it' mentality. It is less good for a group that wants to be 'fed' story and that doesn't think about the game between sessions.
3) Funnels are fun once in a while as a change of pace, but they get old after a while. However they are, again, great as campaign starters. One of the best ways to run a DCC campaign is to do it episodically, where you play for a few sessions, finish a module, let time pass in game as you revisit another campaign, and then return for another chapter.
Feel free to inquire if anyone has any questions about DCC or its other genres. I'm really finding a lot of advice on Chainmail here helpful and am very happy to contribute.
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