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The moment the other night when, while running a large DCC RPG combat, I realized that I had too many books open at once made me condense the DCC rules down to 18 pages — but it also made me want a binder to slim down my overall book load.

It’s b-b-binder time!

The cover is Peter Mullen‘s stellar frontispiece for the DCC core book, crudely colored by me.[1]

So what’s inside? All sorts of stuff!

A half-inch of hexcrawling

In order, here’s what’s in my hexcrawl binder:

  1. The meaty center of the DCC rules: I printed out bits and pieces of the DCC RPG core book and got it down to 18 pages, which covers everything I reference frequently at the table.
  2. Wilderness procedures: The Hexcrawl tab is basically “generate a hex, see what’s in it, find out if there’s an encounter, have the encounter/run away.” In order, that’s:
    1. Hexmancer to procedurally generate the hex and see if there’s a feature in it.
    2. My wilderness travel speeds one-sheet, which puts DCC movement rates in B/X D&D terms (so I can use that system for wilderness stuff).
    3. The wilderness encounter procedures from B/X: getting lost, chance for an encounter (based on terrain type). I use these as-is.
    4. My DCC RPG wilderness encounter tables, which cover all the terrain types in Hexmancer and the travel one-sheet (“fantasy western Europe”).
    5. Back to B/X for surprise, monster reactions, and evasion and pursuit rules (also as-is).
  3. Castle generator: All but one of the remaining tabs are Judges Guild books, including this one, which consists of the castle generation portions of Castle Book I and Castle Book II. I have almost all of the Campaign Hexagon Sub-System books in print, but I bought them all again in PDF so I could print out just the generators (maps make up the bulk of each book).
  4. Cave generator: Ready Ref Sheets includes a short cave generator, which is what I file here. Hexmancer doesn’t produce caves, but I figured for the price of one tab and a couple pages, it was worth having them here just in case.
  5. Island generator: Hexmancer doesn’t generate islands as features, but I figure at some point I might need one anyway — plus, the islands Island Book I produces are a lot of fun.
  6. Ruin generator: Along with caves, Ready Ref Sheets has a really neat set of ruin generation tables.
  7. Temple generator: Temple Book I is a hoot! If I fudged die rolls (get thee back, Satan!), I’d fudge them to have more temples pop up.
  8. Village generator: I only use Village Book I, because Village Book II‘s sole generator is for heraldry, which doesn’t interest me.
  9. Wizard towers: For wizard towers, I use Abulafia’s wizard tower generator, which is a goddamn national treasure. I had it spit out a few pages of them, since I don’t use apps or the web at the table, and in they went.

The binder and divider are nothing special, just a 1/2″ three-ring binder with front and back cover slots, and some plastic dividers with tabs. (I like the plastic ones because they’re pretty tough.) If I needed to add more than another few pages, I’d have to upgrade to a 1″ binder (or fuss with printing things double-sided, I guess).

If you’re curious why I like the Judges Guild Campaign Hexagon books so much, check out my “Let’s roll up a…” series of posts, each of which delves into a Judges Guild generator book.

And that’s it! The guts of DCC, the systems I need from B/X, three tools I created, the generators from six Judges Guild books, and a printout from Abulafia, all in a compact package.

Is it complete? Probably not! This is the stuff I need now, but that could always change. It’s a binder-shaped journey, not a destination.

[1] My kiddo started coloring it, but got distracted, moved on to other things, and lost her copy. I borrowed some of her ideas and had fun coloring this version. Hers would have been cooler!

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