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Post by Finarvyn on Jun 4, 2014 9:47:37 GMT -6
And the funny thing is that if you look at the actual system there aren't that many rules in the book at all. Most of the page count is spell charts and the like.
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skars
Level 6 Magician
 
Posts: 402
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Post by skars on Jun 5, 2014 13:40:14 GMT -6
I wish there were some format to get DCC in other than SINGLE MASSIVE TOME. Yeah, I desperately want to play it but lifting the thing is like, nah. I should stop being such a baby about it.  The PDF was on sale for $5 just a week ago iirc. You can always DIY and just print the bits you need for play. I did that as one of the gifts of gaming I gave my kids this past holiday season-I made player manuals for them and had them spiral bound at staples. I did the same with the Rules Cyclopedia edition. (Notice I didn't suggest using only the digital version, I prefer dead tree myself as well)
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Post by dukeofchutney on Jun 12, 2014 10:32:18 GMT -6
I did count at one point the number of pages of actual 'core' rules, i think it came to 30 pages.
I like DCC alot, it is possibly my favourite system but it does create a game with a certain bias. Its not quite as adaptable as OD&D/ White box S&W as you have to do some conversion for material, and game mechanics such as spells and patrons require more than 20 minutes to author. I like the funnel a lot, but again to makes your campaign start with a coming of age story, which isn't always what you want. Finally, I like that its really built around 5 experience levels as it fits my shorter campaigns better but it does mean characters can get pretty dangerous pretty fast. Judicious use of spell burn, the fighters bonus die and luck can allow a party to drop big nasties really fast, or equally get TPK'd with a couple of bad decisions / rolls. Its a very chaotic game which is good but i have ASSH and S&W on the shelf too.
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Post by Finarvyn on Jun 13, 2014 4:37:50 GMT -6
I did count at one point the number of pages of actual 'core' rules, i think it came to 30 pages. Yeah, that surprises a lot of folks who see that hefty rulebook. Its not quite as adaptable as OD&D/ White box S&W as you have to do some conversion for material, and game mechanics such as spells and patrons require more than 20 minutes to author. I agree that conversion isn't as convenient as I'd like. I've been thinking about a generic spell effects chart but haven't gotten around to doing one.
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idrahil
Level 6 Magician
 
The Lighter The Rules, The Better The Game!
Posts: 398
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Post by idrahil on Jun 13, 2014 8:49:19 GMT -6
Can some one explain "The Funnel" to me? I have gathered so far that you created several characters and run them through some dungeon or something...is this right? Is it always the same dungeon or what?
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Deleted
Deleted Member
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Post by Deleted on Jun 13, 2014 15:05:23 GMT -6
The Funnel has each player starting with 3-5 characters, randomly generated. They are zero-level, ill equipped and devoid of skill. They are meant to be common people undertaking a seemingly mundane adventure (find the missing kids, sheep, whatever) and quickly find themselves in over their heads. Basically the set-up for many slasher/horror movies. Every encounter is an experience point, regardless of what they do, just so long as they survive (if they survive). Mortality rates should be high-that reinforces the "you're not heroes" style of play. At the end of the game, the characters with 10 XP are promoted to 1st level. They are now people who've "seen too much" to go back to their regular lives. They are adventurers.
It's not always the same dungeon, it's an adventure much like any used to bring together "normal" adventuring groups in other systems. And of course you don't have to play that way, you can just start with standard first level party.
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Post by Finarvyn on Jun 14, 2014 5:19:16 GMT -6
Can some one explain "The Funnel" to me? I have gathered so far that you created several characters and run them through some dungeon or something...is this right? Is it always the same dungeon or what? It's not always the same dungeon, it's an adventure much like any used to bring together "normal" adventuring groups in other systems. And of course you don't have to play that way, you can just start with standard first level party. What you can do is look for adventures which are specifically geared for 0th level characters or take a low-level adventure and tone it down somewhat. The goal (for the GM) is to wipe out most of the zeroes without a TPK. I try to build in places along the way where the players can refresh by adding in additional zeroes, such as a village that might be a source for recruitment, in case the players are running short. The ideal would be for each player to end the adventure with a single character who can advance to first level, but it rarely works out quite that way.
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Deleted
Deleted Member
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Post by Deleted on Aug 13, 2014 21:06:09 GMT -6
DCC is my favorite D&D variation out there, hands down. Not as in "blind consumerism", but in that if I buy a gaming book these days, I look at DCC's latest releases first. As to the "Funnel", and a couple of other specialities, my personal opinion is, "real" D&D did that better. (As with Aaron Alston's "Treasure Hunt", for example.)- I wrote somewhere else that the DCC RPG seemed more like a book "about" D&D than like an autonomous rulebook, and it becomes true right here again: Just, per se, alone, the scenario doesn't really thrill me. In connection with the old material, though, it really works for me.
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Post by kersus on Mar 25, 2016 12:50:51 GMT -6
I played DCC once at Gary Con. The adventure was fun but the system didn't appeal to me over just playing 1e. The sheer amount of times the rules had to be referenced was not my cup of tea. The fanaticism with which some DCC fans approach me (this RPG sucks because DCC is the epitome of all that is right in RPG-world)puts me off sometimes (as it did when WFRP came out).
Yet when I read threads like this about DCC, it seems very appealing. I have very mixed feelings about GG in general however the volume of adventure support is very positive.
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Post by Finarvyn on Mar 26, 2016 5:34:53 GMT -6
The sheer amount of times the rules had to be referenced was not my cup of tea. I'd be interested in specifics here. When you say "rules" do you mean "we didn't know how to play this part" or do you mean that you had to reference a table? I ask because my experience is that there are very few "rules" in the DCC RPG, but that there are tables for every critical hit, every fumble, each spell, and so on. On the GG forum is a resource thread where someone came up with a printable PDF that contains much of this stuff, so I just print a copy for each player and it speeds up table look-up quite a bit.
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Post by jeffb on Apr 24, 2016 9:20:48 GMT -6
I see this thread came back up.
Ultimately, DCCRPG was too fiddly and too random for the group. The kids are notorious bad dice rollers and they quickly found the game not fun with crits, wasted spells, fumbles ,etc. They just got plastered all the time. In addition, the chart lookups were tedious after a few sessions, despite having printed out copies.
I do think there are some solid mechanics to steal though- e.g. clerics healing and fighter stunts are things I incorporated into my BXOD&D/S&W mashup.
I also find it very inspirational in the "fluff/flavor" sense, and still keep it around for just that reason.
Narrative based rules light games are where we ended up. Dungeon World is our go-to system these days. Occasionally 13th Age or the aforementioned OD&D mashup.
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EdOWar
Level 5 Thaumaturgist
 
Posts: 315
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Post by EdOWar on Jul 5, 2016 19:29:37 GMT -6
I finally had a chance to try DCC a few days ago, playing in Sailors of the Starless Sea. All the tables had been a turn-off for me, but in actual play it wasn't too bad. At least, for 0-level characters. The adventure had a really cool, funky vibe. I really enjoyed it; I'm looking forward to Mutant Crawl Classics even more now.
Edit: I almost forgot the best part. One of the players rolled up a wainwright, who's possession was a cart of bodies. All through the adventure he kept loading up dead bodies into the cart. "Bodies for the body cart!" The wainwright managed to survive to the end and was chosen to advance to 1st level, despite having, by far, the worst stats. Just a great example of how interesting characters can emerge from play.
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Post by Finarvyn on Jul 16, 2016 5:10:50 GMT -6
All the tables had been a turn-off for me, but in actual play it wasn't too bad. At least, for 0-level characters. Agreed. The game plays far better than it reads, table wise. The secret is to print out what you need for each spell. When I play a DCC magic user I take the PDF and copy-paste each spell table onto its own page and keep it handy for game play. Wizards never seem to get that many spells (of course, we like lower-level play so that isn't a surprise) and I've never found this to cause me any grief. The adventure had a really cool, funky vibe. I find that the DCC adventures from Goodman Games are quite refreshing and unique. Each has a new monster instead of the usual ones and they are just fun to read and play. (Well, sometimes I like to go kill orcs or something like that, but when I want cool I look at the DCC modules.) I really enjoyed it; I'm looking forward to Mutant Crawl Classics even more now. I am, too. I got to witness a playtest at GaryCon a couple of years back (the base manuscript for the game has been finished for quite a while) and when they announced the kickstart for MCC I had to get in on it ASAP.
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EdOWar
Level 5 Thaumaturgist
 
Posts: 315
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Post by EdOWar on Jul 16, 2016 15:20:40 GMT -6
All the tables had been a turn-off for me, but in actual play it wasn't too bad. At least, for 0-level characters. Agreed. The game plays far better than it reads, table wise. The secret is to print out what you need for each spell. When I play a DCC magic user I take the PDF and copy-paste each spell table onto its own page and keep it handy for game play. Wizards never seem to get that many spells (of course, we like lower-level play so that isn't a surprise) and I've never found this to cause me any grief. The free app helps a great deal, too. Has the funky dice, all the tables, monster generators and key rules.
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Post by doublejig2 on Dec 20, 2018 5:50:35 GMT -6
When I lift the DCC RPG core book I feel powerful. I can kill characters with its contents. I can kill players with the book itself.  Kill, kill, kill!!! The savoring DM - the manifesto (reads better as "the manifest") revisited!
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Post by thegreyelf on Dec 21, 2018 5:58:04 GMT -6
I've actually written for the DCC RPG, and I have mixed feelings about it. I am one of those people for whom the funky dice thing is an annoyance. I do really dig the way die types scale in the system. It's the first dice system approach that I'd consider "innovative," as it's like nothing I've seen before. Savage Worlds comes closest, but isn't exactly the same. There's a not of very neat and elegant concepts in it. I do, however, very much dislike the magic system. The fact that I have to consult the rulebook and a gigantic table for every single spell I cast, and the table varies wildly with each individual spell, is onerous and cumbersome in play. That's perhaps the biggest turnoff for me, the need to roll on so many tables for so many different things. Overall, though, it's a pretty slick game with some really great ideas.
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Post by verhaden on Dec 28, 2019 8:26:09 GMT -6
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Post by Finarvyn on Dec 28, 2019 8:48:13 GMT -6
I have the DCC Lankhmar boxed set, and I think it does Lankhmar quite well. Heck, DCC the RPG was almost designed with the Fafhrd & Gray Mouser stories in mind, so putting DCC together with Lankhmar is an easy fit! 
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Post by hamurai on Dec 28, 2019 15:15:10 GMT -6
The Lankhmar box is a very nice one. The additional/alternative rules fit the setting well and evoke the spirit of the stories.
I'm happy with content of the bundle I got, which included the boxed set as well as some adventures. The adventures can easily be used for standard DCC, for a sneaky group of those who'd like to try their luck.
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