Posted in: Character Creation Challenge, Role Playing Games

2022 Character Creation Challenge Day 24: Dungeon Crawl Classics

In the 2021 Character Creation Challenge I had the opportunity to create a character for Mutant Crawl Classics. I was really impressed with the game after I had made my character. I had the opportunity to pick up a bunch of PDFs for Goodman Games Dungeon Crawl Classics in a charity sale, so I knew that I was going to use it in the 2022 Challenge. Then a few months later I was able to find a dead-tree version of the core rulebook at a good price, so I picked it up. Once again I love the feel and weight that a game book brings up when I’m holding it in my hands.

I really want to try a Dungeon Crawl Classics or Mutant Crawl Classics game for a few different reasons. But one of the big ones is that I want to experience this idea called ‘The Funnel’ where you make multiple level-zero characters and see which ones (if any) survive to make it up to level one where you actually select your class.

I did a lot of the character creation process breakdown in my MCC character creation. Since that game was based upon DCC it basically follows the same process. I think the biggest difference is that there are more starting occupations in DCC compared to just the two in MCC.

Some idle thoughts that came up while creating characters. Somehow the occupation roll mostly fit what meager attributes the characters had. I wonder if the level-0 characters can trade or sell their extra item before the adventure? What am I going to do with a chicken while in a dungeon? It would have also affected the equipment that I might buy for the character if I can sell a 10 ft chain to a store for half of the cost listed in the book. I still had to look up a few items like speed and initiative. But they were easily found.

I think I filled out the character sheets correctly.

Afterthoughts:

I still like that I can get some use out of my d30 that is in my dice bag. If I’m ever able to play DCC or MCC, I should invest in the other “funky dice” that they describe in the game.

Loved the art in this book. A lot of it was inspired by old-school books that contained interesting art.

Additional: I forgot to mention that there are rules to create standard characters if your GM didn’t want to run a bunch of zero-level characters through the funnel.

Additional Notes:

After yesterday’s post about the Merc RPG, I had a former player contact me on social media. Apparently there was a supplement to the boxed set that made the game feel more like a role playing game.

Coming Up Next:

White Lies

Posted in: Role Playing Games

#RPGaDay2021 Day 19: Patron

Day 19: Patron

Star Trek Adventures is not the only game I’m interested in learning and playing. Over the past year I have obtained the core rulebooks for both Dungeon Crawl Classics and Mutant Crawl Classics. I found a used DCC book at one of my local gaming stores. My hardbound copy of MCC came as a Secret Satan gift that I’ve previously posted about on this blog.

When I first saw Dungeon Crawl Classics at a local store, I thought that it looked like they put a lot of work into it (the book was thick and heavy and lots of B&W artwork) but it seemed like another retro-clone. So I really didn’t pick it up. But after I picked up the books in one of the charity PDF bundle sales, I realized that the rules were classic D&D with some twists to make it unique. And since I like physical books better for my first time learning, I started searching out and books I could get my hands on.

One of these twists was the use of Patrons in the magic system for both games. Wizards (or Shamans in MCC) would bond with a mystical Patron who would grant the spellcaster extra powers. In exchange, the Patron may ask for favors in return. This could be a sacrifice or a quest or something dreamed up by the Game Master. In the fantasy based DCC, Patrons could be a supernatural being, a very powerful wizard, an elder god or a host of other options. GMs were encouraged to create Patrons that would fit their game world. In Mutant Crawl Classics, the Patrons were Artificial Intelligence (AIs) that somehow survived the cataclysm that befell the planet. They would grant wetware (i.e. spells) to the Shamans in exchange for services rendered. GMs were also encouraged to create their own AI Patrons for their adventures.

The spells/wetware granted could have a variety of effects (as most spells in the Crawl games). An entry for a spell wasn’t just a few sentences with some stats. A spell could be several pages long detailing the different effects that could happen depending upon the roll of the dice. Any time that a spell was cast, there was a chance of Patron Taint that affected the spellcaster. Again these could be very minor inconvenience or a major change to the character depending upon the dice rolls. I thought it was interesting that the gods worshiped by Clerics would not allow them to use their healing ability to cure a taint. Standard damage that occurred during a game, yes. But not removing or healing a patron taint. Since the gods were usually opposing some of the supernatural beings, why would they help one of their servants.

I thought it was an interesting magical system. I really wish that I could get together with some friends (we are still having to deal with some of the effects of the pandemic) just to sit and have play test sessions. Afterwards we could decide which one we wanted to run a campaign with.

Final Thoughts:

When I saw “Patron” on the list, I knew I wanted to do an article about DCC & MCC. I can see some posts about “Theme” games or game “Styles”. I’m really curious if anyone comes up with something for “Storm”.

RPGaDay 2021 chart
The RPGaDay 2021 chart
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