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When I thought about what I wanted to be able to run on short notice at Go Play NW, if the opportunity arose, DCC RPG was on the list — except I didn’t want to carry the whole rulebook.

Having already trimmed the rulebook down to 18 pages, I wondered if I could go even lighter by printing out a version that only includes the rules I needed to run a funnel. There’s stuff in the “core 18” pages that doesn’t apply to funnels, but for a pickup game with strangers I’d also want a few other things included. Here’s what I came up with.

Funnel packet

So what’s in the pile? Seven things (starting in the bottom left in the photo, and working deeper into the pile):

  1. A stack of pregenerated peasants, produced using Purple Sorcerer’s o-level party generator[1] and then cut out, so that we could draw randomly for everyone’s PCs (which feels appropriately DCC).
  2. The 12-page convention funnel edition of the DCC rules, which is only the stuff you need to run pregenerated peasants, and nothing else. Setting aside the cover pages (use whatever you like), and using the printed page numbers from the 4th printing (not the numbers my PDF reader assigns), that’s:
    • Skill checks, pp.66-67
    • Equipment and related rules, pp.70-73
    • Combat, pp.76-82
    • Damage, healing, and other misc. rules, pp.93-96
  3. The Portal Under the Stars, a fantastic funnel, printed straight from the core rulebook (pp.452-456); ideal for a short session.
  4. A second funnel option, Sailors on the Starless Sea, which I haven’t run before but have heard only good things about; ideal for a longer session, at least four hours.
  5. A character creation packet, pp.18-24,[2] in case we decided to make characters. I wanted to have that option, because making funnel PCs is fun.
  6. Extra copies of the occupation tables, pp.22-23, because experience has taught me that having more than one of these available is a big timesaver.
  7. A few blank “four-up” 0-level PC sheets, also from Purple Sorcerer, which are hiding at the very bottom.

The whole idea is to reduce size and handling time. If I was less concerned about carrying stuff, I’d have stuck the pages in a binder; keeping them as little packets made them smaller. Making packets also helps with handling time: Not creating PCs? Set that packet aside, and now I don’t have to flip past those pages to look up rules I actually need.

I didn’t wind up running DCC at the con — my lone pickup session was of another game I’d brought, The Quiet Year (one of my favorite RPGs). But the next time I need my “convention edition,” it’ll already be there in a tidy little stack, just waiting to mangle some peasants.

[1] With the option to only show Luck modifiers if they matter turned on, because those are just noise to first-time players.

[2] This could easily be included in the main packet, and it does contain rules that aren’t unique to character creation — stuff about saving throws, etc. I’ve run enough DCC that I don’t need these basics handy.

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