Wednesday, April 30, 2014

DCC rpg

     So recently I picked up the DCC rpg pdf on sale. I have been waffling about whether to try it or not, and the sale price was the clincher. What originally interested me was style, art wise and adventure wise, though I thought the Emirikol was Framed adventure sounded kind of cheesy. I started listening to the Spellburn podcast to get more of an idea how it plays, and I found more stuff to like. Magic can be a dangerous and corrupting influence, a page from Howard's Conan stories. That right there was a plus, there should be a price to pay for dancing with devils, and oh man what can happen is crazy. Not to be left out, warriors (and dwarves) can do mighty deeds of arms which is essentially a stunt from Exalted. You just need players who feel free to come up with something cool to try and you are golden.
     The rule book is almost a coffee table book, with amazing artwork throughout  by great artists including Erol Otus, Jeff Easley, and more.

     I would definitely play this, now running I feel a little skiddish about since there seems to be a chart for everything. That is a lot of page flipping, though once I have played a bit I may change my mind. So, is anyone out there running or playing a game of this? Give me your take on it, any pros and cons you want to share. As always, later guys and take care!

6 comments:

  1. Print out the reference booklets for your players and yourself and your golden. http://peoplethemwithmonsters.blogspot.com/p/dcc-rpg-resources.html
    It contains all the important tables. There is a partial list of spells formatted for 1 page as well.

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  2. Honestly, the spells (which nobody will need if you're starting out on a funnel) and the crit charts are the only ones that are really needed during play. I would suggest printing the class info from the PDF for any of your players that can't afford the book yet, and then there's very little page-flipping while in the midst of a game.

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  3. Welcome to the madness.

    I run DCC these days, and I find it easy to run, sweet to play in, and a piece of delicious cake to convert to. There is much less page-flipping than you would expect in actual play, and most of that is covered by the reference sheets others have mentioned. Spells require look-up, but I leave the players in charge of that (for the most part)....and rolling spell checks seems to add to the fun.

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  4. Quit waffling, get in there and run a game! Its a great game.

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  5. In the spirit of co-DMs from days of yore, I usually ask for a player volunteer to be my crit/fumble tables lookup person, hand them my rule book and typically don't need to look anything else up. Wizards and Elves are responsible for telling me what their spells do after they roll. A few notes behind my GM screen and I'm set to go. Two of my best players also have iPads with the PDF, and they look up stuff wicked fast. Hi Rick Hull!

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