Dungeon Crawl Classics has been
on my radar for some time now (mostly because my friend BradMcDevitt does a lot of art for it) but it's only
recently that I actually gave it a fair look. I remember looking
through the beta test document and being totally turned off by the
extra-funny funny dice (d5, d24, etc) and the seemingly needless
complications brought by the gigantic spell effect charts attached to
each individual spell. It all seemed needlessly complex and weird for
the sake of being weird, so I avoided the game and stuck with
Labyrinth Lord.
Some time passed, and DCC continued to
pop up in the blogs I read and in Google+ discussions. The things
people were doing with DCC sounded wonderfully strange and
interesting—plane-hopping, alien frog gods, mutant sorcerers,
cybernetic satyrs, all sorts of crazy-awesome stuff. Still, the book
(even the PDF) were too expensive for me to casually pick up--not when I
already had five or six perfectly serviceable OSR games in my
collection.
Then the price of the DCC PDF dropped
to $5 for DriveThruRPG's GMs' Day Sale. I really couldn't pass that
up. I dropped a five-spot, uploaded the thing to my fancy new Kindle,
and read the thing. Then a week later I went and bought the hardcover.
Oh my god, I love Dungeon Crawl
Classics.
This isn't a review
of DCC; there are plenty of those out there. Let me just tell you what sold me on the game.
The book is
beautiful. Goodman didn't skimp on art. The book is chock full of
illustrations by a number of artists, including classic D&D
artists Jim Holloway and Erol Otus. I especially love Petter Mullen's
full-color two-page underdark illustration in the back cover of the
book.
Joe Goodman's
writing is a delight to read.
He is so very obviously excited about his game, and he badly wants to
share it with you. Every paragraph could easily start with the phrase
“Oh man! And then you get to...” It's infectious and charming.
The Funnel looks
damned fun. I've always had a soft spot for 0-level characters. I
like the story of peasant nobodies working their way up to heroes. I
also love the merry slaughterfest of dozens of nameless plebes. The
Funnel gives you both.
Mighty Deeds of
Arms make warriors bad-ass and non-boring. In my experience with
most (certainly not all) D&D-type games, playing a fighter
usually degrades into “I roll to hit. Now I roll for damage” with little embellishment. Just a series of blows after blows. With
Deeds, a warrior can (try to) do something amazing and cool with
every single attack. Sundering weapons, shattering armor, knocking a
defender prone, carving a Z on a guard's chest—all that is covered
by Mighty Deeds of Arms. I love this. It makes every attack
interesting. In a game that lacks a lot of customization options,
developing Signature Deeds seems like a great way to make every
fighter distinctive.
Magic is
dangerous and weird and awesome.
Wizards don't casually cast spells. Wizards channel the
barely-controlled forces of primal chaos through their fragile bodies and souls. Spells are unpredictable
and dangerous, but powerful. The risk of corruption and mutation is
ever-present. It takes guts to play a wizard. When I (hopefully) run DCC, whoever plays a wizard is gonna get a high-five
from me.
The system is
familiar but different. Despite
the vast number of random charts, DCC is relatively math-free and
looks like it would run pretty smooth, especially for those of us who
don't like a lot of fiddly rules. It's technically based on D&D
3.x, but it's heavily tweaked. When I eventually pitch DCC to my home
group, I'm going to need to tell explain to them that while it's
based on D&D, it plays different, especially in chargen. A
3rd-edition D&D character is a machine that you build,
choosing bits and bobs to add and make it work better. A
DCC character is a flower you grow,
starting with a small seed and then nurturing it guiding it in play
into something greater. Which leads me to...
Quest for
everything! Hey player, do you
wish your character could do something that it can't right now? Go
quest for that thing! Sure, you're a cheesemaker-turned-cleric, but
you really want to learn acrobatics. Well lucky for you, there's a
circus is town. I bet they could teach you some tricks over the next
few months. I'm sure those vaguely-sinister clowns won't cause any
trouble. Wish your human could see in the dark? I bet there's a
demon somewhere that would give you elf-eyes in exchange for just one
small favor. Want to be as strong as Hercules? Why not go find Hercules and ask him for tips personally?
There's so much more that I love about
DCC, but these are the things that stand out. Other than a single
session on Google+ a year or so ago (well before I owned the book,
and I didn't really understand what the heck was going on), I haven't
had a chance to play DCC, much less run it. After I wrap my Dresden
Files FATE game, I am probably going to pitch this to my home group.
I hope I can convince the 3.x/Pathfinder veterans to give it a try.
Great review, Joshua!
ReplyDeleteAwesome! Between this and Numenera, you are coming around on your own to things I once told you were cool :-P
ReplyDeleteI love this RPG too. I haven't had a chance to play it, but I can also sense the enthusiasm about it. I also enjoy the idea that a single knock spell can blast open all the doors in a mile radius.
ReplyDeleteBlood and souls to Arioch!
ReplyDeleteBlood and souls to Arioch!
ReplyDeleteGreat review...I couldn't agree more! I love DCC and evangelize the hell out of it. My group dropped our 2e D&D campaign for it, and have never looked back. I can't imagine playing any other fantasy RPG.
ReplyDelete