Sunday, 11 August 2019

Advice For Beginning Judges


Things you should know when embarking on a career as a DCC judge:

  • There are a bunch of tables which actually add to the fun. Weird, but true. I have never seen a critical hit and fumble system that made the game better before this.

  • Start with a funnel. You can relax about learning the rules/killing PCs, and the players can relax about PCs dying. In the funnel, they operate several until you winnow them down.

  • The DCC ruleset is actually minimalist, but so is the official lore. This doesn't mean that you cannot use the lore from any game that you wish....but I would consider, strongly, creating your own vast lore through play. In DCC, players encounter the unknown. There is a lot of emphasis on how little the players know about adventure locations, creatures, and magic items going into the game. The GM (judge) is encouraged to Make Monsters Mysterious, so that even a lowly goblin might not be recognized by the PCs for what it is. Tools are given to help you in this.

  • The consequence is that, in an adventure, you can include anything you can think of. You do not have to do any complicated math to create monsters, either. There are several blogs with creatures you can use (Appendix M in particular, and my own blog). There are also several products to help you create monsters....and you can easily convert any monsters from other game systems. A breakdown of how to create monsters can be found here. It might sound complicated as I broke it down in the blog post, but it is pretty easy. By your third or fourth creature, it will be second nature.

  • Some things are left intentionally vague. This is so that you can make rulings, or use the rules you like from other RPGs. If you decide to roll 1d10 + modifiers for initiative, you are not doing it wrong. Page 312 of the core rulebook contains the most important rule of the game.....The rules bend to you, not the other way around.

  • PCs are going to die. Other PCs are going to become incredibly powerful. It is not your job to ameliorate either of these outcomes. The dice will, sooner or later, give that powerful PC a critical hit from a monster that brings him down a peg. Another character will rise to fill the vacuum.

  • Quest For It is the beating heart of DCC. There are no feats, for example, but if a character wants a special ability, you can make learning how to obtain it part of the treasure for one adventure, and then make actually obtaining it part of another adventure. Or you can just let the PC go learn it for a month, but then owe something to the legendary being who taught her. The game includes many ways where player actions and/or desires can drive the storyline of the game - use them!

  • Consider looking at some of the published adventures, both from Goodman Games and from third party publishers, to get an idea of how to design for this game. But, even more importantly, go back and read some of the early fantasy works listed in Appendix N, and use them as direct inspiration. Make your own stuff! And then share it with the community!

  • Speaking of which, this is a great community, and you will find people willing to help you with any problems you might encounter!


Wednesday, 31 July 2019

No One Ever Escapes, Do They?

A long time ago, in response to this post, I said

These are good examples of exactly what I said in the other thread. Thanks!
For example, in a "fiction-first" system, the sorcerer's attempt to intimidate would tend to work against the wizard's and ranger's attempt to soothe. In a "rules-first" system, one ignores the dichotomy.
EDIT: Also, in a "fiction-first" system, the players could attempt to avoid a combat because that offered their best chance of success. If you design the challenge of avoiding said combat "To keep the XP and pacing about the same as I'd planned", then you undo the value of that choice. 
RC
It has been pointed out to me that, about a year ago, EnWorld user pemerton has been taking that out of context, to suggest, as victim did at the time, that a "single, correct choice" damages player agency. This is victim's post, which pemerton excerpts from:

I strongly disagree. Wide variance in difficulty or rewards based on player strategy doesn't preserve the value and meaning of player choice, it destroys that value - essentially, you create a single correct choice.
In a sort of in combat sense, think of 3e giants. They have pretty good stuff in general, especially in melee combat (and doubly so if specced to use combat maneuvers like Disarm or Sunder), and then really awful Will saves. Even if your wizard doesn't emphasize enchantments - let's say we're talking about an evoker - using Will based spells (Confusion, Slow, etc) is still the way to go even if your normal Spell Focuses don't apply. What the player/character would prefer to do; what they've chosen to be good at doesn't really matter, because taking advantage of giant's weakness provides such an overwhelming advantage.
Similarly, if a diplomatic approach is just as hard as a fight, whether or not the PCs have good CHA, skill trainings, etc means something. The fact that the characters chose a non violent means of resolving the problem even if it wasn't any easier tells us something about their values. If talking is easy, then PCs can get through without strong social skills, and all that their choice tells us about the characters is that they're expedient. 
When one choice is obviously superior, going for it is a pretty trivial decision.
Now, one might note that there is a world of difference between "the players could attempt to avoid a combat because that offered their best chance of success" and one choice being "obviously superior" or the DM sets up a "single correct choice". What the "best chance of success" is need not even be static - in most role-playing games, players can use up resources that change the strategies they use to meet challenges. When you are low on hit points, a fight that you could easily have won earlier may no longer be worthwhile.

The situation is set up by the DM; the strategy is determined by the players. It is not the DM who determines how the players should meet a challenge, it is the players.

It may be true that "The fact that the characters chose a non violent means of resolving the problem even if it wasn't any easier tells us something about their values", but it also might mean that they built their hammer to hit the nail in a particular way.

Victim says, "What the player/character would prefer to do; what they've chosen to be good at doesn't really matter, because taking advantage of giant's weakness provides such an overwhelming advantage." But this is really an argument that what the player has decided should determine what works best. If I am an evoker, evocation should be as successful against giants as enchantments.

Meh.

When the players have a chosen manner of dealing with problems, be it hitting them with an axe or with charm person, you learn more about them when their chosen solution isn't optimal than when it is. This is because the players must actually engage with the game, and seek out new solutions. And if their solutions are clever enough to make an encounter easier, the GM should not inflate the encounter to meet their predetermined difficulty level. And if their solutions make the problem worse, the GM should not shrink the difficulty to compensate.

If the outcome is the same no matter what choices are made, the choices do not matter to the outcome. This should be blindingly obvious.

Moreover, the context of the post is the idea of a skill challenge where one person attempts to intimidate a bear, while two people attempt to soothe it, and there is no consequence for choosing this paradoxical approach because game mechanics trump the fiction of the game.

I refer you now to this post, where it is clear that pemerton not only understood the context, but agreed to at least some degree with the edit. He also ignores this post, which answers his objections.

I hope that the point I was trying to make was clear: If the GM determines that the encounter will be of X difficulty no matter how the players decide to approach it, then the GM has stripped the players of their agency in the encounter. 

Anyway, that sort of misrepresentation was not unusual on EnWorld when I was active there, and it should not surprise me that it is still ongoing. I thought I was completely out, but no one ever really escapes, do they?

If you are interested, see here, here, here, and here.

And I suppose none of that really matters, but I disliked it when I was on EnWorld, and I still dislike it today. And it is still the same people pulling the same BS.

Cheers to having found a better community!

Related Posts: Difficulty in RPG Scenarios and Difficulty: Not Just For Players.

Tuesday, 30 July 2019

Mathoms Away!

Back in 2013, I started a tradition of giving away a "mathom" every year on my birthday. That tradition ended last year.

This year, I have made all prior mathoms available as "Pay What You Want" products on DriveThruRPG. I have also made my Gary Con 2017 Special available. I hope that I am stepping on no toes by doing this, and they are NOT approved for use with DCC.

You can find them here:

2013
2014
2015
2016
2017
2018
Gary Con 2017

Get them all for free, or buy me a cup of coffee if you wish!


Monday, 22 July 2019

Prince Charming, Reanimator

This is a friendly reminder about the upcoming one shot adventure Prince Charming, Reanimator, at Storm Crow Manor!

This is running from 7 pm to 11 pm on the 1st of August, and includes the same food as the standard DM & Dine experience.

Classic fairy tales are re-imagined with an (un)healthy dose of H.P. Lovecraft! When Prince Hubert Charming seeks to claim the Sleeping Beauty as his latest bride, he conscripts a group of peasants to recover her for him. You are that group of peasants!

Seats are still available.

Register Here or Here!

Tuesday, 16 July 2019

Dungeon Crawl Classics - Patron Finder

Last updated 16 August 2024

It is almost 100% certain that I am missing several patrons already. Links go to listings in the DCC Trove of Treasures, and will be updated accordingly as that blog is updated.

As it stands, though, this page will help you locate patron information for your DCC, MCC, and related games.


Aakaanksha, The Granter of Pleasures
Acceptance, the Root Organ-Fractal
ACHROMA (Ad-Hoc Computer Hierarchy with Recursive Optical Memory AI)
ADEONA (Accelerated Destination Engineering & Orbital Nilspace AI)
Afara
Afgorkon
Agaderathil, the Black Between the Stars
A’goth-Amon, Abyssal Prince
A’KAS
Alboran, the Red King
Alkivasha
The Anti-Sam, Patron of the American Nightmare
Archdloos,The King of Swords
Arioch
The Arm of Vendel Re’Yune
Ar-Mammon, Lord of Hidden Treasures
Ars-Eleeta, Goddess of Technology
Atraz-Azul, Mother of Spiders
Avridar, King of Air, the South Wind, the Sirocco, the King of Storms
Azi Dahaka
Baal Zymymar
The Baba Jedza
Balancyrs, the Changeling Prince
Belshar of the Five Eyes
The Benefactors
The Benighted Pleomorphic Prion from Beyond
“Billy Jack”, An Artificial Intelligence Patron for DCC
Biloop, King of Sealife
B’kakaaw, Queen of Birds
The Black Goat
Blorgamorg, the Chthonic Snail
Bobugbubilz
The Bone Lady
Brinae, Queen of Water, Lady of the Laughing Waters, the River Maiden, the Mistress of Clouds
Buddy O’Burger
Camazotz the Death Bat
Carnifex
Castle Oldskull
Michuval, Angel of War
Midwinter Maker
Mike Fink
Modeca, the Second of Three (Ol’ Blackcloak)
Mog the Spider God
Mog’Malu
Moolineha, Queen of the Hooved
Mordines, the Shadow of Death
Morketh
Mother of Hearts
The Mother of Monsters
The Mother of Shards
Reku, the Light Giver
The Resplendent Aweswine
RIPPER
The Rope, God of Assassins
Saint Nicholas
Ssendam, Lord of Madness
Stagger Lee (a.k.a. Stackalee, Stack-o-Lee, or Stagolee), Patron of Badasses
The Star Child
Stardust the Super Wizard
Supreme Brainskull Commander
The Synod of the Astroliches
Takisaka, the Mother of Serpents
Tamar
Tamarah Pandoramicum
The Three Sisters
Torvak, the Enslaved Ape God
The Trickster
Trisdeus the Tri-God
Tsemobog: The Tongue of Hod
The Twisted One
The Two Faced Horned God, a Patron of Druids and Witches

Sunday, 7 July 2019

Prince Charming, Reanimator, at Storm Crow Manor

If you are in the Toronto area on the 1st of August, my Storm Crow Manor event, Prince Charming, Reanimator, has been moved to that date.

Prince Hubert Charming, son of the Baron of Westlake, and heir to Westlake Manor, is well known as a cold man, whose watery blue eyes seem to betray no emotion at all. Yet he is a great lover of beauty, as all his wives have proven. The first he found working in the cinders of a woodsman’s cottage. Some say that the girl’s jealous stepsisters threw her down a well to prevent her from becoming the young prince’s bride, but even death did not bar Prince Charming, and she enchanted everyone at the wedding. Her stepsisters were placed in spiked barrels filled with hot coals and dragged through the town until they themselves died.

Whatever process Prince Charming used to revive his bride, it did not last forever. All too soon, the Princess Ella took ill and died.

Charming then found another bride, and there was no doubt in this case that she was dead. She was entombed in a glass coffin guarded by half a dozen or so dwarves. Yet, when Prince Charming injected his magic elixir and kissed her upon the lips, her eyelids fluttered open and she breathed again! The story was told that the new Princess had been in but a deep coma, a sham of death, until a poisoned apple was dislodged by the Prince’s kiss. But folk began to whisper in dread, and none were surprised when it was announced that Princess Snow, like Princess Ella, succumbed to a fatal illness after only a few years of marital bliss.

In all kingdoms there are tales, and in the Barony of Westlake, it is said that the Grimmswood hides the ruins of a long-lost realm. The daughter of its final king, cursed by a malevolent faerie, pricked her finger on a spindle upon her sixteenth birthday, in the blossom of her youth, and died. With her death, the kingdom went to ruin. Few now dare to go far into the Grimmswood, although the riches of the lost kingdom are said to lie unclaimed within. Fear of dark fey magic and even greater evils keep men out.

Or they did so until now. For Prince Hubert Charming of Westlake has determined that the long-dead Princess Beauty is only cursed to sleep away the aeons, and he will have her for his bride. His men rounded up a stable of “volunteers” at the beginning of one early autumn morning, and here you are, with what makeshift arms and equipment you had upon you when you were “volunteered”.

Your mission, the Prince’s Bailiff explains, is to enter the ruined castle, find the place where the “Sleeping” Beauty lies, and bring her forth for Prince Charming to restore with a kiss. Those who choose not to go upon this quest must take their chances with the Prince’s Guard, twenty men strong, and be declared outlaw. Those who choose to hazard their lives within the ruined castle may keep what they find, apart from the sleeping princess, but dare not leave without her.

An adventure combining well-known (and lesser-known) fairy tales with the works of H. P. Lovecraft, for a bit of rollicking fun and danger!

From the reviews:


"I'm a huge fan of DCC and Grimm fairytales. Needless to say this was an amazingly perfect combination." - A Customer

"Every time I run this the players all enjoy it immensely. The familiarity of ther fairy tale is something most people can cling to, but there are some many little twists included that make it enjoyable to play and to run." - Keith M.

And more reviews here!

Monday, 1 July 2019

Beneath the Temple of Doubt!

Tabletop Scotland

Raven Crowking is going to Scotland (Again!) 

And this time I am bringing an adventure!


Beneath the Temple of Doubt


Description:  A fortune of hoarded gold is said to be hidden beneath the ruins of the Temple of Doubt, but none has claimed it yet. To be certain, none has even come back. But few are as powerful as you, and surely the treasures of the Temple are destined to be yours.

Daniel is writing this scenario for the convention.  All players who participate will be added as Playtesters prior to it being published by Purple Duck Games.

Players: 6 Players Max.  4 Spaces Online. 2 Spaces at the convention.


Level 3 DCC. All necessary materials & swag provided!
Saturday 24 August

14:30 - 18:00

Tuesday, 25 June 2019

Titles I Wrote (That I Think are Worth Running)

Jonathan Davis wrote "Hey Daniel, quick question. Of the DCC adventure modules that you've created, could you rattle off your favorite 5-10? If you have time to elaborate you could go into specifics as to why you are making those selections. I know you've posted this around here somewhere but I can't find the exact post. I've got a few dollars burning a hole in my pocket. You've got quite a catalogue and with all the zines and podcast supplements out there, some of this material can be awful obscure!"

Overall, I try to avoid doing things like that because I tend to think that others can judge my work better than I can. The Endzeitgeist reviews are a good place to start. You would probably get a different 10 adventures listed on another day.

Without further ado, then, and in no particular order:

1. Stars in the Darkness

Published by Purple Duck Games, this adventure looks at the ancestors of the elves, blurs the line between what is real and what is not, and deals with cosmic themes. A lot of the adventure was based off of what the map (Kristian Richards) suggested to me. The Mormurg in this adventure are partially based off of the morlocks in H.G. Wells' The Time Machine. There are nods to Margaret St. Clair, Michael Moorcock, Robert E. Howard, and H. Rider Haggard if you can find them. This adventure makes use of the Luck mechanic from the core rules as a motivating force, tying the PCs into the cosmic forces of the stars. Temporary Luck is used as well, which I believe is a clear precursor to the (far superior) Fleeting Luck rules used in DCC Lankhmar.

2. Silent Nightfall

The creepy setting and creatures in this adventure has been mentioned on the Sanctum Secorum podcast several times. The adventure introduced demi-patrons, which are independently expanded by Paul Wolfe in the expanded edition of Angels, Daemons, & Beings Between. When this adventure came out, there were not many crossovers using fantasy and science fiction material in Dungeon Crawl Classics, but Silent Nightfall could have been written for Mutant Crawl Classics or the upcoming DCC Empire of the East. The direct inspirations were Fred Saberhagen and Sterling Lanier. Within the adventure you get a simply mutation system, sample creatures, and an organization dedicated to the collection and use of ancient technological artifacts. But it is the Shaft Crawler that really makes me happy with this one....a creature designed to make over-reliance on spells as dangerous as the game as the foundational literature implies it is!

3. Goblins of the Faerie Woods

A funnel with two five-level goblin classes, this adventure just has a lot of weird fairy tale fun bits in it. It also has a lot of encounters where, even if you do end up fighting, you will probably do a fair bit of role-playing first. The goblin classes are rewrites of bits I wrote for goblins when I was going to do my own fantasy heartbreaker, and I think that they are flavorful enough to merit play. The adventure rewrites goblins into a more folkloric, less "weak, dumb humanoid" creature.

Goblins of the Faerie Woods is also useful as an adjunct to the FT Series of adventures (Prince Charming, Reanimator, etc.), both as the means to introduce new characters and for its treatment of the Faerie Woods and its denizens. Influences move away from standard Appendix N fare for George MacDonald, Alan Garner, and Christina Rossetti as primary influences.

4. Ashes and Wormwood

This is a Crawljammer adventure published in two parts: The Weird Worm-Ways of Saturn and The Vault of Ash. It is an adventure heavily influenced by the work of Clark Ashton Smith, with a few nods to other authors, such as Edgar Rice Burroughs and Jack Vance, thrown in for good measure. The first part is predominately setup and hexcrawl, while the second part is a dungeon delve where Tsathoggua and the Worm God both make appearances.

This one gets my vote for a few reasons. One is the constraints that the Crawljammer setting puts on Saturn - normally ships can't land there, it is inhabited by primitive ape men, and there are giant worms (clearly a nod to Beetlejuice). There are also few direct Appendix N references to Saturn that I could find, apart from the redoubtable Clark Ashton Smith's mentioning that the worship of Tsathoggua began there...and H.P. Lovecraft's alien cats from Saturn.

Each volume includes a new class, as well as an adventure that is somewhat epic in scope. The setup allows the judge to introduce a long-term villain that the PCs are unlikely to be able to sort immediately. Saturn is given a worm-heavy, but not worm-exclusive ecology. There is a time restraint. There are strange gravitational effects. There are several ape man villages to encounter, and not necessarily as foes.

5. The Dread God Al-Khazadar

I recommend that you actually read the DCC Trove of Treasures entry on this one. That the adventure works, and is epic in scope, makes me somewhat sad that it doesn't get more table play. Or, at least, that I don't hear about it.

In addition to the obvious Robert E. Howard and Edgar Rice Burroughs influences, there is a definite nod in here to Andre Norton. The planet Madkeen was intended to be something like ERB's Amtor (Venus) in that literally anything could be there beyond the areas in the initial adventure. The idea that the PCs could gain love interests, and then have to leave them behind to return to their own world (in order to save both worlds) is a definite nod to the ending of A Princess of Mars.

I would love to see more adventures set on Madkeen.

6. Icon of the Blood Goddess

One of two adventures I wrote for In the Prison of the Squid Sorcerer, this adventure is designed to be played in parts, over the course of (and between) several other adventures. Often, players will want to resolve things as they arise, and are unwilling to simply let sleeping threats lie. Well, in this case, they don't have that option. The escalation moves from creepy to threatening, and the final encounter makes use of the Magic Here and Magic There section from the core rulebook, as well as being something that I am deeply happy with.

7. Danger in the Deep!

Published by Purple Duck Games, this adventure gives you a cave experience that I enjoyed writing, and which I enjoy running. There are also intentional tie-ins to other adventures that I have written: The Crimson Void and The Tribe of Ogg and the Gift of Suss. The adventure supplies you with plenty of things to talk to, plenty of things to fight, and, I hope, plenty of other dangers.

The original title was going to be Cold Stone and Running Water, which refer to two magic items that can be found in the caves, as well as the nature of the caves themselves. There is a full patron write-up for Gul, the Old Darkness. Also, snailtaur potion masters!

8. The Imperishable Sorceress

Originally published in the DCC RPG/Xcrawl Free RPG Day 2013 book, and republished in Chaos Rising, this is the first adventure I wrote for Goodman Games. I really love the cold passages with their fossil ammonites and piscine phantoms - those were the first images that the adventure was built upon, and they hold my imagination as much now as they did when I was writing this one.

There are a lot of Appendix N references (which are described in the links above), but what really makes the adventure work are the choices that the PCs are confronted with. Will they trust Ivrian the Unkind? Will they steal her body? How will they react to Nightraker? Which exit will they choose? Will they take pity on the bound demon?

Oh, and at level 1 you are going to hit 0 hit points at least once. How about a treasure that keeps you from losing a stat point when you do?

9. The Mysterious Valley

Largely written as a tribute to the late, great Ray Harryhausen, this can be found in D.A.M.N. #1 Winter 2017. Although this can be used as a straight adventure, it was intended as an adventure setting....a place the judge could slot other adventures into while the PCs explored. As far as I know, this is the first product like that for Dungeon Crawl Classics. There are a lot of set pieces which, while requiring the judge to develop them, should play out well for characters from low to mid-high levels. I'd love to hear how anyone used this material.

10. The Tribe of Ogg and the Gift of Suss

It's a free caveman funnel that riffs on Edgar Rice Burroughs, Manly Wade Welman, Andre Norton, H.P. Lovecraft, and Robert E. Howard. What's not to like? How about I throw in a new class? How about a Mercurial Magic table for stone age characters?


Thursday, 13 June 2019

More on Free RPG Day

Thanks to the good folks at the Sanctum Secorum podcast, I will have some additional materials to give away for people who play in my games at the Sword & Board this Saturday!

To be specific, this is The Tribe of Ogg and the Trials of Moss (as well as supporting materials) - an authorized sequel to my own The Tribe of Ogg and the Gift of Suss, written by the prolific and talented Bob Brinkman!

I will have 10 copies to give away during the first event, and an additional 10 copies to give away during the second. Once they are gone, they are gone! 

This is, of course, in addition to the regular Road Crew swag that Goodman Games has so kindly provided!

For more information on my events, see this post. The Facebook event listing is here. Here's hoping to see you there!