So, I've begun looking at Dungeon Crawl Classics from Goodman Games and the various settings and adventures they have created for it. There's a Kickstarter right now for a Lankhmar setting and adventures thanks to a partnership with Fritz Leiber's estate.
I happen to be an old-school role-playing guy with probably too much nostalgia for my lost youth of the 1980s. I know role-playing game systems are generally way different now but sometimes I long for a more simpler time when players smashed the monster to get the treasure and game masters had to make sense of a mishmash of rules. When a fighter was a fighter and a magic user was a magic user and you couldn't hop between classes like a sumo wrestler at an all-you-can-eat buffet. I am not sure the DCC rule set is what I'm looking for as a mix between the old and the new but I wonder if anyone else has experience with it? Let me know in the comments below.
I have the 3rd printing of the rulebook. I picked it up after paging through it at a bookstore and thinking this is really what I have been looking for. I have run a single one-shot, DCC #69 The Emerald Enchanter. My commentary is based on that experience.
I'll start with the bad.
Funky dice: I don't like the funky dice they use. While l can see a functional reason with the dice chain concept they have, it also seems like a gimmick. This isn't horrible and I can live with it.
The funnel: Since I just ran a 2nd level one shot we didn't use the funnel. They push it a lot and say you will love it, but I don't know about that.
Mercurial magic: This is a very interesting concept, each spell manifesting itself differently for each caster, but it did seem to get in the way. We had a wizard that always had rats coming out of his robes when he cast a particular spell (I forget what spell, but it was one used multiple times in the adventure). It was amusing the first casting but got annoying every time afterwards. There are more annoying effects than that one even. However, after scouring some forums, I am willing to give mercurial magic another chance. It will just put some more work on the GM and/or the player. This has to be turned into a good role-playing or flavor opportunity. The coolest example I saw was a bunch of toads being summoned each time Comprehend Languages was cast. The best suggestion on the forum was that the toads would start croaking and the wizards would understand them and it is through the toads that the wizard would understand the language. So I want to try again.
And now the good... everything else 🙂
But seriously, I really like so much else about the system (after one session remember). There is too much to put in a comment (I'll have to maybe do an in-depth post sometime) but the highlights are:
Spells: You roll to see how well the effect is and if successfully cast, you don't lose it.
Healing: Clerical healing is separate from their spells and works differently based on alignment differences. Makes sense. Although there is a down side that random die roll can make a cleric fall out of favor with their god.
Artwork: This might seem insignificant, but I LOVE the artwork. I know not everyone will. But one thing that I didn't care for about 3.5 was the artwork. Sadly, the Pathfinder artwork was a strong influence on me to NOT purchase PF stuff (I really hate that artwork).
Combat: Thinking outside the box is encouraged, especially with warrior mighty deeds.
But I really need to try playing this more to really settle in on the system. A mini campaign might be the way to go.
I'm very intrigued. So, if there is an adventure you want to run, I'll purchase it.