Warning:
This post contains spoilers for Sailors on the Starless Sea
So, I gathered a group of players together
to help me prep for Free RPG Day
(using Harley Stroh’s impressive The Jeweller Who Dealt in Stardust,
part of Goodman Games’ Free RPG Day
module for 2012). From there, I
convinced them to try a 0-level funnel adventure (Sailors on the Starless Sea,
also by Harley Stroh). My love for the
DCC game waxing strongly, I had to convince these guys that Joseph Goodman & crew are better game
designers than I am; to wit, to switch to DCC from the Savage Tide arc I was
running using my own fantasy heartbreaker, RCFG.
Of some value in this endeavour was that I
had previously played The Portal Under the Stars using the
Beta Playtest with my older daughter and son, and they had enjoyed it. My daughter hadn’t played the more
complex-running RCFG campaign, and didn’t care for any of the other games
(including retroclones) that I had convinced her to try. However, she was willing to play DCC again,
and, moreover, she invited one of her friends to join in. In my books, that is a massive win for DCC.
So, the game began with five players, each
of whom was allowed to generate four characters. Of the players, only my son was really “in
the know” about how to create 0-lvl characters in DCC, my daughter had
relatively little RPG experience, and her friend had none whatsoever. Character creation, however, was fun, and
didn’t seem to take all that long. It is
really fun to hear players excited over high stats, and groan over low stats,
again. The synthesis of random elements
also generates characters that seem to be individuals. Non-human characters, being less common, and
not being there simply for the choosing, become interesting again. Also, as most characters are human, players
learn to fear the dark once more.
Torches and lanterns become important.
Following the module text, I passed out
five rumours, one known to each group of four characters. I gave them their background, and then set
them at the south end of the map, facing the keep. I created a sort of sketch map to give them
an idea what they faced.
Naturally, they went up the causeway toward
the front gate, and were disconcerted when the shuffling corpses of the
blacksmith’s sons, animated by vile tendrils, dislodged themselves from where
they hung, and attacked them. The first
casualties occurred right there. But two
creatures vs. 20 characters, however ill-trained and ill-equipped they might
be, are odds that favour the mob. Losses
were minimal. I was lucky enough to
have a blacksmith in my group, so the blacksmith’s sons detail was appreciated.
One of the things I really like about DCC
is the emphasis on cool effects that can happen when creatures die – in this
case, an explosion of seeds that can infect nearby corpses. You can do this with other games, of course,
but the DCC book actually calls out including effects rather than just a simple
death as being a good idea. And it
really is. The PCs actually tried to
clear the seeds off the causeway, dumping them to either side (coincidently,
where they deposited their own dead!) and proceeded up the causeway to the
gate.
As per the module, the beastmen above try
to catch PCs when they pass under the portcullis. In fact, only one PC initially does so, but
he manages to evade the falling gate, and is trapped on the wrong side. A gong is sounded, and he hears footfalls
running above to the ruined tower where the beastmen are set to make their
stand. The group is therefore given time
to pass through the portal, and gets into the interior of the keep, a grassy
expanse with a gigantic sinkhole, an ominous well, a tower, and sinister-looking
building that is barred from the outside and has the word “repent” scrawled
across it.
For some reason, the players are oddly
attracted to the well. Gazing down to
see how deep it is, a character almost falls in, because perspectives
shift. One of the farmers has a duck,
and, tying the duck to a rope, they repeatedly put it down the well. It comes back up more and more changed. As they repeatedly do so, I call for several
saves to see if the perspective shift drops a would-be duck-dunker into the
well, but no luck. Or too much
luck. No one falls in. The duck is horribly mutated, but luckily
also asleep with its lidless eyes open in its featherless spiny black
skin. They have to carry the now corpulently
obese 50+ lb. duck with them, or leave it here, and they choose to carry it.
Nobody wants to breach the door that is
barred from their side – the building seems like a bad idea – so they turn to
the tower. There are the tracks of many
beastmen heading into it and out. But,
despite very minimal losses thus far, they are hesitant to try the door, and
this is where we leave it that night.
Our average game session runs between 2-4
hours, with a 3 hour game being about average.
There were a lot of rules questions the first time out, especially with
character creation. Although there were
few actual “happenings” in the first session, there was a lot of discussion, a
lot of joking, and a lot of tension.
That the players felt their characters were frail, despite their
relatively few losses, was quite clear.
The well, as I mentioned above, also ate up more session time than
expected.
At this time, the characters are all named,
but I don’t require alignments be chosen until the character is ready for 1st
level. Prior to that, the characters are
simply too insignificant to matter much to the greater powers of Law and
Chaos.
I was very happy to have my older daughter
now choosing to play on a regular basis, in part because her friend was very enthusiastic
about the game (she was the duck farmer!).
At this point, the players seemed to feel that their characters were
very insignificant in the world.
Certainly, they were hesitant about what to do next. There was no clear indication (yet) who our “band”
would be. Our mass of peasants, yeomen,
and ne-er-do-wells was largely an undifferentiated mob.
But that would change in the next session.
I've indoctrinated so many people into DCC with this adventure. I ran it something like six times, and everyone who played it agreed that it was awesome. Every group I'm involved in has made DCC their game of choice.
ReplyDeleteI don't think Harley could write a bad adventure if he was trying to.
ReplyDelete