Having read the Dungeon Crawl Classics
core rulebook rather exhaustively now, I am coming to the conclusion that this
will be my go-to game for all time.
Indeed, it accomplishes nearly everything I wished to accomplish with my
own ruleset, and what it does not can be carried over from RCFG with a bit of tweaking.
Some of my posts here have already been
house rules for DCC RPG. No doubt, there
will be more. I am currently working on
two DCC RPG modules, and a persistent city setting that will form the core
location of my home milieu.
I had earlier expressed some concern about
long-term play. Specifically, I found
the idea of creating unique monsters and magic items for every adventure – as well
as the focus on questing and adventures as opposed to setting exploration – as potentially
detrimental to long-term play. I am no
longer concerned on this score.
The philosophy of DCC RPG rather forces the
Judge and players to create a mythology for their game milieu. I don’t mean mythology is a strictly “deities
& demigods” sense (although that, too, is strongly encouraged), but rather
that the creation of a milieu’s setting elements mandates or suggests the
creation of supernatural patrons, gods, spells, and magic items. In a world where each magic item is unique,
the creation of these objects further reinforces the mythology and history of
the milieu.
The process of creation, therefore, seems
to create elements that will remain in play for many years of adventuring,
effectively ensuring that you get at least 5 hours benefit from each hour of
design work. This will mean re-using
locations, maps, and (some) monsters.
When creating setting elements, the Judge should be keeping in mind that
some creatures are unique, while others are representative of a kind….and that “kind”
is very likely a “local kind”. When the
group travels, they may encounter superficially similar creatures that have
been tweaked in some way.
As a real-world example, imagine
bears. Locally, bears are black
bears. But there are also grizzlies,
polar bears, spectacled bears, sloth bears, etc., in the world. As a fantasy example, imagine giant
spiders. The spiders of JRRT’s Mirkwood
are not so potent as the unique Shelob or Ungoliant, nor are they the same as
the giant spider Conan encountered in The Tower of the Elephant. In effect, the same idea, seen through
different lenses, keeps the players guessing.
Likewise, think of all of the varieties of snakes (venomous and
otherwise) in the real world, and all of the varieties of the same in fictional
worlds. It is desirable to mimic this
sort of uniformity (in order to give the players context), but also to mimic
this sort of variety (in order to keep things fresh).
Dungeon Crawl Classics also revels in the
joy of the random table. It offers means
to randomly alter humanoids, un-dead, and many specific monsters (such as
skeletons and primordial slimes). You
can build dragons and magic swords using random tables, and then slot them into
the milieu where you see fit. This sort
of creation is fast, fun, and opens up new ideas while you’re doing it.
Early role-playing games developed their
rosters of monsters through play. These
rosters were then packaged and sold, originally as examples of monsters to be
used in a game. Often, modules would
include new monsters, new magic, and subtle variations to keep the players on
their toes. Players were encouraged to
not read the Dungeon Master’s Guide, as it would ruin some of the fun of
learning the game milieu and the rules thereof.
Dungeon Crawl Classics gets back to that,
and does so by the simplest expedient possible – the Judge himself is the DMG…and
to some extent the Monster Manual. He produces
or adapts the creatures and magic he intends to use. Each game milieu is therefore a unique
creation, which cannot be predicted by the players.
This is very much what was intended by the
founders of the hobby…and very much against certain new games that include
magic items in the player’s materials so that they can be selected from like
cabbages at the greengrocer’s.
I am going to be posting bits and pieces of
the player’s materials for the Golden City of Shanthopal (my campaign
hub for DCC RPG) here as they are ready.
Meanwhile, I am still waiting for my preorder copy of the core book to
arrive. I really want to read Doom
of the Savage Kings, the module packed along with it!
What does this mean for RCFG? I’m not 100% sure. I may come back to this, if I find that DCC
RPG doesn’t fully satisfy my personal rpg itch.
As of now, the materials remain available for others to build upon, as
the game itself is nearly completely OGC.
If you end up using parts of it, I’d love to hear about it!
Great post. I used to shy away from this kind of work because of how tedious it is in 3.X/Pathfinder. My recent experiences with The Burning Wheel and DCC RPG (both very different games, but both very elegant) have changed my opinion on this.
ReplyDeleteI'm sick of players memorizing stat blocks in the MM.
I'm sick of players drawing up shopping and crafting lists for magic items.
I'm sick of the lack of flavor that these systems have.
And I'm ready to dive head first into DCC RPG.
Thanks for the kind words. I cannot remember a game lighting a fire in my heart this way, not since Holmes Basic did a long, long time ago.
ReplyDeleteI'm looking forward to hearing more about DCC in actual play. The impression I got from the players at last year's SoCal MiniCon was positive.
ReplyDeleteHey, RC, I'm passing on an award to you.
ReplyDelete