Categories
DCC RPG Tabletop RPGs

The DCC RPG Quick Start is brilliant

The DCC RPG Free RPG Day 2017 Quick Start is brilliant.

Apart from featuring one of my all-time favorite covers, by Doug Kovacs​​, it includes everything you need to make peasants for a funnel; a fabulous funnel, The Portal Under the Stars; levels 1-3 for all of the classes; and a slightly stripped-down rule set that means you can fit all this plus the rules the GM needs to run it in one 48-page booklet.

But! But. Why have rules for 1-3 and only a 0-level funnel? Because that’s not all: It also includes a new 1st level module, Gnole House, by Michael Curtis​​. So your newly minted crawlers will have plenty to do.

The only thing that could make this better is if it was free. Oh wait, it is free!. (Post-2017 update: It was free on Free RPG Day 2017, now it’s $2. Still worth it!)

The Quick Start is a master class in how to design, package, and present a deeply satisfying and highly functional introduction to an RPG. I can drop this in my bag for a con and be able to run DCC at the drop of a hat. If it gets someone jazzed about the game, I can give it to them. Splendid.

I also want to give a hat tip to Noble Knights Games, my FOLGS, for their one-cent promo program: For every $15 you spend, you can add a one-cent item to your order. That category includes Free RPG Day items, making it my favorite way to acquire them.

Categories
Story games Tabletop RPGs

My “go folder” of zero-prep, zero-notice RPGs

Attending Go Play NW prompted me to rebuild my “go folder” — the games I can run on zero notice, either by grabbing the book (and having everything else in the folder) or because the whole game is in the folder.

All of them are self-contained, require no prep from anyone, can be played in a session or two, and come packaged with a premise/hook to get us rolling.

The games

My go folder contains the stuff I need for these seven games, each in its own pocket (plus characters, blank paper, and stuff for my group’s ongoing games in the other pockets):

  1. Lady Blackbird (whole game), a steampunk game with a pregenerated cast that nonetheless plays out entirely differently every time, and which somehow managed to fit the core rules onto every character sheet without impeding usability. So, so good.
  2. GHOST/ECHO (whole game), a two-page RPG that kicks off with a bang: “WHILE HUNTING FOR LOOT IN THE GHOST WORLD, YOUR CREW WAS SOLD OUT. YOU’VE WALKED RIGHT INTO AN AMBUSH, WITH HUNGRY WRAITHS ON YOUR HEELS.” I haven’t played this one yet.
  3. Jedi Blackbird (whole game), a Star Wars (Old Republic era) hack of Lady Blackbird. I haven’t run this one either, but I posted about it on Yore.
  4. Ghost Lines (whole game), another John Harper game (because John is amazing at designing this style of game), this one about hunting spirits in a setting where they’re “free to roam the world since the gates of death were broken in the cataclysm.” The game assumes you’re familiar with Apocalypse World; I haven’t gotten to run it yet.
  5. DCC RPG (whole game), condensed down into a convention funnel edition, including The Portal Under the Stars and a stack of pregenerated peasants. Funnels are a hoot, and this short one is excellent; for a longer option, I could grab Sailors on the Starless Sea.
  6. Psi-Run, one of the only RPGs I rate a 10/10, because it’s perfect. The PCs are pyschic escapees from some sort of sinister program, being pursued by relentless Chasers, and if they get caught, they lose. Starts with the tension already ratcheted up to about an 8, and goes from there.
  7. Love in the Time of Seið, which is based on Archipelago, a Norse-themed Shakespearean tragedy that spirals into blood and death. I played this at GPNW, and it was amazing. All of the characters start off beautifully dovetailed with one another, and there’s almost never any downtime.

I would literally be happy to run any of these games right this hot minute.

The folder

I use an Esselte Oxford poly 8-pocket folder (paid link) as opposed to a multi-pocket folio, because in my experience those tend to smush pages unless I’m extremely careful with them (which I’m not).

This one lays flat (coil binding!), holds a ton of stuff, and has bounced around in my gaming bag for the past year with no signs of wear. It’s now tucked away in my new gaming bag — poised, catlike, ready to pounce on gaming opportunities with no notice whatsoever.

Categories
DCC RPG Tabletop RPGs

DCC RPG: convention funnel edition

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.

Categories
Old school Tabletop RPGs

One choice, two consequences

Over on Monsters and Manuals, David McGrogan (author of the excellent Yoon-Suin, one of the starred recommendations on my big list of RPG stuff on Lulu) wrote a neat post about a rule of thumb for sandbox games: Two Problems for Every Solution.

David shares an example from his campaign that explains it well:

For example, in one of the games I am running, the PCs solved the disappearance of a group of villagers – but as a result of this they now have a vengeful demigoddess to deal with and a magic potion to track down, not to mention having to act as a go-between for two power centres and becoming entangled in an apparently unrelated issue to do with the enchantment of a young noblewoman.

Emergent play with a high degree of player agency is my jam, and I love this rule of thumb. It reminds me of last Sunday’s Star Wars World session, which makes sense because, as David points out, Star Wars is full of solutions that only beget new problems.

One bad roll popped us out of hyperspace in the wrong place, and we crashed our ship. We survived, and learned of a settlement not far away . . . full of dangerous poachers, and about to be attacked by angry natives. Problem > solution > problem, problem, and so forth. It’s a good fit.

For where I’m at in terms of sandbox experience, though, I’d like to offer up a related, but not identical rule of thumb: one problem, two consequences.

Making meaningful choices which have meaningful consequences is a hallmark of sandbox play (and other sorts of game with no predetermined plot), and “problem” is just another way of saying “meaningful consequence.” Reminding myself that choices ripple, and those ripples don’t lead to a single new choice, or consequence, or problem, should help my sandbox stay vital and alive.

When I’m stumped for how the world might react in my DCC RPG hexcrawl campaign, I’m going to keep both of these rules of thumb in mind.

Categories
Dice Tabletop RPGs

AnyDice: A handy game design tool

I love dice, I love fiddling with game design, and I love simple tools that make things easier.

At the nexus of those three things sits AnyDice.

Developed by Jasper Flick, AnyDice calculates the probability of each possible result for just about any die roll. (I say “just about,” but it’s never let me down.)

Need the probability curve for d8+d10, one of my favorite rolls for building random encounter tables? It can do that.

Funky dice for DCC RPG? Sure. Dice that don’t actually exist, like d67s? You bet!

AnyDice isn’t a die roller in the sense that it rolls dice and tells you what you got, like the Crawler’s Companion.[1] It’s all about the odds.

Although they wound up being percentile tables in the end, I used AnyDice extensively while I was designing my DCC RPG wilderness encounter tables. I used it to calculate the odds for Hexmancer rolls, to make sure the percentages lined up. Almost every post I’ve written involving math and dice, like comparing dungeon stocking in OD&D and Delving Deeper, was written with AnyDice open in another browser tab.

Writing this post made me realize just how often I use AnyDice without thinking about it, so I hit the “Please Donate!” button and made a contribution.

Math isn’t my strong suit, but AnyDice enables me to use math to do things I enjoy without beating my head against them. It’s a stellar tool for game design, and one I recommend bookmarking and using often.

[1] It has a die roller in the traditional sense built in, but it’s in beta and the functionality — unlike the core of AnyDice — is pretty limited.

Categories
DCC RPG Old school Tabletop RPGs Zines

Zine roundup: Crawling Under a Broken Moon, issues 1-12

Crawling Under a Broken Moon (also available on DriveThruRPG) is a DCC RPG zine absolutely packed with gonzo post-apocalyptic goodness. Designed, published, and frequently written and illustrated by Reid San Filippo (with other collaborators, depending on the issue), it wears its love of Thundarr the Barbarian (and other iconic ’80s media) on its sleeve, and it’s rawlished and marvelous.

(Update: There’s now a full setting sourcebook for Umerica, The Umerican Survival Guide.)

I’ve never seen Thundarr[1], but it’s clear Reid loves it — and, based on CUaBM, it’s one hell of a good fit for DCC. Here’s a snippet from the intro to issue 1, which describes CUaBM’s setting, Umerica:

Welcome to the twisted hills and boiling plains of Umerica, a post apocalyptic version of the Americas centuries after a cosmic event changed the very rules of reality. Now the land is full of powerful sorcery, alien super science, and strange mutants.

I’d initially heard that CUaBM was “post-apocalyptic DCC” and decided not to pick it up because that didn’t sound like something I needed, but I kept circling back to it — and I’m glad I did. “Post-apocalyptic fantasy” puts the dial in a fun place, and CUaBM is great. I spotted lots of stuff in these issues that I could drop right into my non-post apocalyptic DCC campaign, too.

So many great covers

CUaBM’s appeal starts with the covers. Here are my two favorites, no. 8’s piece by Nate Marcel, and no. 12’s cover by Claytonian JP and Matt Hildebrand:

If “cannibal Ronald McDonald” sounds like something you’d love to sic on your DCC players, then CUaBM will be right up your Happy Meal.

The highlight of each issue

So what’s inside? Here’s my favorite thing from each of the first 12 issues:

  • Issue 1: I love the Technologist class, which is kind of like a “science thief.” Its class abilities all involve tinkering with and reprogramming found tech, from robots to vehicles — with lots of tables. The d16 failure tables are a hoot, but the best stuff is on the table for alien devices. For example, on a 1-3, “An alien intelligence gets downloaded into the Technologist’s mind. When they sleep, the intelligence takes over the body and goes about its unfathomable business.” I’d play one just for the chance that might happen!
  • Issue 2: “Interesting Places to Die” is a dungeon (SPOILERS), the Floating Tower of the Cyberhive. Situated in a crater, it hovers over a lake of boiling mud, and inside are zombie monks, a dangerous power chamber with golden spikes to steal, and a lab where robo-liches are made. Plus, the whole place is an AI-controlled extradimensional space.
  • Issue 3: This is the issue where it becomes clear that CUaBM is building the setting of Umerica one zine at a time, because this one has character creation rules for 0-level Umericans, plus a funnel: “The Mall Maul.” The cleverest thing about this funnel is that its completion is resource-based: To level, the scrubs have to recover X amount of stuff. And if they do, they may not have gotten all of the available stuff, a nice open-ended challenge if they want to venture back into the mall.
  • Issue 4: I like all three of the patrons in this issue, but I have to single out Theszolokomodra, a multidimensional hydra with a thousand heads. It can grant visions of the future, force the GM to answer a question about the current adventure, cause the spellcaster to grow extra heads, or give her multiple personalities.
  • Issue 5:Twisted Menagerie” is CUaBM’s regular bestiary feature, and this issue’s entry is a standout. I like creatures with random abilities or traits because they offer a lot of interesting variety, so this issue’s serpentoids, whose consumption of mutagenic herbs warps their bodies, and un men, whose high-tech cyborg bodies feature random (and deadly) gear, are right up my apple cart.
  • Issue 6: There’s plenty of good stuff in the vehicle issue, but I particularly enjoy “Popping the Hood,” which hacks DCC’s “recovering the body” rules to apply to vehicles. If a vehicle is damaged, rather than totaled, this issue’s Petrol Head class is just the ticket to get it working again.
  • Issue 7: CUaBM’s issue themes are tightly executed, and this one is a great example. Built around railroads, aircraft, and power suits, it offers up a suite of related content. My favorite bit is “The Rail Wastes,” an encounter table for the cleared land that borders every railway line. And it’s a 3d3 table to boot, for maximum DCC-ness.
  • Issue 8: Issues 8 and 9 are the alphabet issues, with A-M in this one and N-Z in the next, along the lines of The Monster Alphabet. I’m a fan of “F is for Factions,” a d12 table containing random factions. Here’s #7: “The Tattered Kings are a vicious bloodthirsty biker gang. Grtanted sorcerous powers by their patron, known only as the “Unspoken”, they ride through the wasteland on hellish supernatural vehicles looking for human sacrifices.” That’s exactly the amount of detail I need to drop these hell-bikers rights into play.
  • Issue 9: I’m a sucker for good random weather mechanics, and “W is for Weather of the Wastelands” is the best subsystem for weather I’ve ever seen. It uses a d3-d3 roll and a grid, with each square containing a weather condition. The GM plots points on the grid based on the coordinates of the roll to determine weather every d14 hours. That alone is cool. But it also communicates a lot about Umerica’s wastelands as a setting through those weather conditions: This is a place where burning mud storms and freak storms which drop sugar-dye rain, spiders, or imps shooting hellfire blasts aren’t uncommon occurrences.
  • Issue 10: By the time I hit the monster issue, I knew what it treat it would be. And it fucking delivers. I want to share them all, but I only get one — and it has to be the jack-o-rang-utans. Anyone trying to tame the wilds risks the wrath of these pumpkin-headed apes, who throw burning shit and unleash a fear-inducing cacophony on interlopers.
  • Issue 11: I could go with my favorite god (lots of options), or the Umerican halfling re-skin (think Feral Kid from Road Warrior), but my pick has to be another class: the Hologram. The Hologram is a Tron frisbee with a program attached, which has escaped from the cyberspace of yore and roams Umerica. Like issue 1’s Technologist, this is a class that makes me want to bug one of my players to start an Umerica DCC game so I can play it.
  • Issue 12: And yet again, I have to highlight a class! This time it’s the Clownight. “These disciples of Buddy O’Burger – god of feasting, customer service, and cannibalism – appear as humans wearing clown makeup except all of the garish coloration, bulbous nose, and outlandish hair are their actual body and facial features.” Clownights can unhinge their fang-filled jaws, bite their victims, and use the flesh they consume to enter a FoodRage.

Groovy artwork

You know what else I dig? The artwork! Here are four of my favorite pieces across the whole run.

(uncredited)[2]

(Claytonian JP)

(uncredited)

(Frank Turfler Jr.)

I’m not sure what it is about the DCC community that makes its zine game so fucking strong, but there’s no denying it. CUaBM is the fourth DCC zine I’ve written about here (I’ve also done roundups of Metal Gods of Ur-Hadad, Crawl!, and The Gongfarmer’s Almanac), and not only are all four of them excellent, but they all coexist beautifully — complementing one another, with not an ounce of redundancy.

I can’t wait for issue 13 of Crawling Under a Broken Moon. Bring it on!

Or better still, bring on Umerica: The Sourcebook, which collects and lightly expands the contents of CUaBM in book form. Instant buy/Kickstarter back for me.

[1] I know, I know. Someday! It does sound right up my alley.

[2] There are art credits in the front of the issue, but nothing connecting unsigned pieces to their respective artists.

Categories
DCC RPG Tabletop RPGs

Wilderness encounter chance by terrain type for DCC RPG

I use the wilderness encounter system from the B/X D&D Expert Set in my DCC RPG hexcrawl (the binder for which is full of hexcrawling tools), but it occurred to me that it would be pretty easy to tweak that system to take advantage of DCC’s dice chain.

In this tweaked version, an encounter occurs on a 1 or 2, but the die type varies by terrain.[1] In general, roll once per day.

If the PCs are doing something that would dramatically increase or decrease their chances of bumping into something while traveling, like leading a small army of hirelings (increase) or wearing camouflage cloaks and moving at a snail’s pace (decrease), just step the die type up/down accordingly.

For example, if they’re in the woods (d6), but wearing camouflage garb, roll a d7 instead. Now the odds of getting a 1 or 2 have gone down from 33.33% to 28.6%. If they’re also moving super-slowly, consider rolling a d8 (25% odds) or even a d10 (20% odds).

Be wary of adjusting the die type by too many steps in already-dangerous terrain. Two steps down on a d4 is a d2, which is a guaranteed encounter.

The terrain types in the table above match “fantasy western Europe,” and play nice with my wilderness travel speeds and encounter tables by terrain type for DCC, but the sub-system itself should work fine with other approaches.

The only difference in odds between this table and the one in B/X is plains, which gives 20% odds here and 16.67% odds in B/X.

[1] In B/X, it’s always a d6, but the range of results that produce an encounter changes based on the terrain.

Categories
D&D DCC RPG Old school Tabletop RPGs

DCC RPG wilderness travel speeds

I wanted to use the wilderness travel rules from the B/X D&D Expert Set in my DCC RPG hexcrawl, but character’s movement speeds don’t translate 1:1 across the two games.

I compared species (races) in both editions, crunched the numbers, and turned the results into a one-page PDF reference for DCC RPG wilderness travel speeds by terrain type.

I also tweaked my favorite weather mechanic, weather as a reaction roll, from The Nine and Thirty Kingdoms, and stuck that on the bottom of the page, mostly because there was room for it.

This one-pager is designed to work with my DCC RPG wilderness encounter tables and Hexmancer (for procedurally generating terrain), and all three share the same terrain types (“fantasy western Europe”).

Categories
DCC RPG Old school Tabletop RPGs

DCC RPG wilderness encounter tables

I needed wilderness encounter tables for the DCC RPG hexcrawl I’m running, but there aren’t any in the book. Jeff Rients created some excellent tables for wandering monsters by dungeon level (which also appear in Crawl! #5), but after searching high and low I couldn’t find any wilderness encounter tables online. So I created some.

They’re broken down by terrain type (for “fantasy western Europe”) and include number appearing for each monster. You can download them as a free PDF: DCC RPG Wilderness Encounter Tables. They’re also available as a plain text file so that you can fiddle with them to your heart’s content.

(2018 update: My tables, along with a shortened version of the design notes, appear in The Gongfarmer’s Almanac – Volume 3, 2018, with excellent editing by Rob Brennan.)

There’s no scaling by PC level or party size in these tables, and they’re not “balanced” in any way. The world is the world, and what’s out there is what’s out there.

To use them, you’ll need a way of figuring out whether or not a random encounter takes place (I use the system from the B/X Expert Set). That’s all!

I love design notes in gaming books, and a surprising amount of design goes into making wandering monster tables (these took me about 12 hours to make!), so the rest of this post is about my goals, process, assumptions, and the theory behind my tables.

Design goals

I went in with a few goals in mind:

  • Quick and dirty — when in doubt, make the choice that sounds the most fun, and do a lot with one roll
  • Showcase the flavor of DCC
  • Give each terrain type its own feel, which should be discernible to players after just a few encounters
  • Use only the monsters in the DCC core book, and use whatever they say (including rarity)
  • Don’t have too few monsters, because lack of variety is dull
  • But don’t have too many, either, because that dilutes each terrain type
  • Reflect “fantasy western Europe,” and a borderlands/wilderlands kind of region
  • Match the terrain types I used in Hexmancer, my system for procedurally generating hexcrawl terrain and features
  • Play nice with B/X D&D’s encounter chances by terrain type, since that’s what I use

The overuse of “men” in the monster names, while matching the feel of Appendix N, bugs me, but I figured changing it would make these tables less useful to others, so I left all of the monster names as-is.

Baseline

My baseline was always “What does the DCC rulebook say?”

If a monster entry listed terrain types, number appearing, relative rarity, or other details, I used those. If it didn’t, I looked at B/X and/or Jeff’s wandering monster list, and then came up with something that felt right to me.

I excluded monsters that are listed as underground-only, as well as the weird ones that seem like they’d work best as placed encounters, not random ones (extradimensional analogues, for example). I also left out things that only live in hot places or jungles (which aren’t in fantasy western Europe, or in Hexmancer).

Massage, dismantle, repeat

My first step was to list every DCC monster under all of the terrain types where it could appear. That gave me a picture of what a world created with this monster manual might look like, as well as some unique monster for specific terrain types and a host of critters that appear only in a couple places — both great starting points for flavor.

It’s not a short list, but it is short on specific things — normal animals, for example. And it’s a quirky list, which I like! Sure, the world likely does have animals in it the PCs could meet . . . but I didn’t worry about that.

I started out with d8+d10 tables, because that roll produces one of my favorite distributions for encounter tables. But I quickly found that I wanted more granularity, which led me to percentile tables. Those also have the added advantage of making the odds immediately discernible, which I like.

A few hours in, I hit on the idea of creating a template table based on the concept of using “brackets” of monsters to convey things about the world.

Broken out, those brackets look like this (in the order they occur on the table):

  • 10% (1-10) say a lot about the world (and the style of game I like to run), while being quite rare. Results 1-10 are on every table except Water, a big-picture statement about what kind of world feels like DCC to me.
  • 25% (11-35) emphasize the importance of humans and humanoids. Humans, humanoids, and subhumans (which are kind of like a mix of both), are on every table.[1] Humans are big in sword and sorcery fiction, and humanoids are big in D&D.
    • Taken in aggregate, the first 35% (1-35) also serve another purpose: Most of them are things that won’t always just try to eat you. Intelligent monsters, and encounters that aren’t always fights, are both good things in my book.
  • 20% (36-55) round out the flavor of the terrain type. These are often unique to the terrain type, but not always, and they’re indicative of what kind of place it is.
  • 45% (56-100) define the terrain type. You have a 45% chance of meeting each terrain type’s signature monsters. More than anything else on the table, these convey what that terrain is all about.

Seeing those odds in graph form also helped me decide that this was a fun distribution model (column height equals percentage chance of that encounter):

Having a template really sped up the process, too, because it made it feel less daunting. Instead of staring at long lists and not being sure quite where to start, I could just look at each terrain type and go, “Okay, which three say ‘forest’ best? Cool, now which four also look like good forest options?”

I ripped apart my draft tables a couple of times, but once I built them using these brackets they stayed pretty stable. My last couple iterations mostly involved comparing the lists, looking for ways to sneak in monsters I regretted not including (so many!), and — most importantly — making sure that the flavor of each terrain type came through clearly.

In B/X, some types of terrain are more dangerous than others by virtue of how likely it is you’ll have an encounter there: 1 in 6 on clear terrain (plains) vs. 3 in 6 in the mountains, for example. The way my lists shook out, some terrain types are also more dangerous because of what’s on them. For example, you’re 40% likely to meet some sort of giant in the mountains, which seems like fun to me.

Surprises and rolling your own

Two things surprised me about this process: how much work it was, and how personal it turned out to be. If two GMs sat down with the DCC book and designed wilderness encounter tables, I guarantee they’d look different — and probably not much like mine!

They’d use different die rolls, different breakdowns of monsters, and different philosophies about what a DCC world looks like. One would follow the B/X model of rolling once for terrain and then again on a sub-table for that terrain; another would compress things into one roll, like I did, but use 2d6 instead of d100. And since they’d both have to choose a subset of the overall monster list, they’d play favorites (just like I did!).

Chances are, if you’ve read this far, you can think of all sorts of things you’d do differently in building a set of DCC RPG wilderness encounter tables. I included my template in the plain text version, in case you like that baseline.

If you make your own tables, I’d love to see them. Post them somewhere and share them with the DCC community — the more the merrier!

[1] Except Water. Just add “except Water” to pretty much everything. Water is weird because there just aren’t that many water monsters in the DCC core book.

Categories
DCC RPG Old school Tabletop RPGs

DCC RPG in 18 pages

While running DCC RPG the other night, there was a good-sized chunk of time when I had my DCC core book, Expert D&D (for wilderness and reaction rules), and Crawl! #5 (for the wandering monster tables) open at the same time, along with scratch paper for hit points . . . and my DCC book was open in two places, combat and monsters. Too much!

The combat I was refereeing was already pretty robust: 5 PCs (1/player), their 4 retainers, and 16 acolytes. It was also my first time running DCC post-funnel, and (I believe) everyone else’s first time playing characters above level zero.

That’s not a situation where I want to be awash in books and stuff.

Conan needs not your art and spells

The DCC core book is massive — in the neighborhood of 470 pages long. If you mush it all together, something like 100 pages of that is artwork. Which is awesome! Another 200 pages or so are devoted to spells. Also awesome! These are two of my favorite things about DCC.

But the book being such a beast really ups my handling time at the table, particularly since I don’t have much experience running the game. It’s just too damned big to navigate quickly and comfortably in the heat of the moment.

By Crom, a mere 18 pages!

I realized after game night that I don’t need most of what’s in the book from moment to moment, though, which got me thinking about the PDF.

I went through my PDF copy and noted all the pages I needed at the table, and there were 18 of them. In 18 pages, I can cover (page references come from the 4th printing, and are the number printed on the page, not the “page” in the PDF):

  • Skills, 66 & 67
  • Combat, 77-79
  • Damage, healing, Luck, other combat stuff, 93-96
  • Magic and spellburn, 106-108
  • Corruption, 116
  • Deity disapproval, 122
  • Retainers, 310
  • XP, 359
  • Luck, 360 & 361

I printed out those pages, hole-punched them, and slapped them in a binder. Now I can reference the 4% of the book I need often without having to deal with the other 96%.

I’ll still bring my book so we can all use it, of course (plus two copies of the awesome DCC RPG Reference Booklet, one of the most useful books on my Lulu recommendation list), and there’s stuff I’ll need periodically or occasionally which I didn’t bother printing out. But where it counts, this approach has streamlined things a lot.

I can’t wait to use my “booklet version” of DCC at our next session!