So, I find myself prepping (reading an rereading rules and adventures) for my group's upcoming DCC RPG campaign. It's going to be a hell of a switch from the current AD&D / OSRIC venture into Rappan Athuk (and the previous ACKS campaign that saved us from a painful DnD Next playtest campaign).
As I dig deeper into DCC, I'm reminded that it is not nearly as complex as it appears at first glance. Sure, the book is friggin' huge, but that more due to the fact that every spell has it's own chart.
Here's a thought for a Kickstarter - laminated DCC RPG spell cards - one spell per sheet - it would be the ultimate DCC player material. Well, except for the fact that it would only really be useful for casters and Judges. Eh, good idea, no idea how to do it in a cost effective manner. Not sure how to do it on POD either.
Anyhow, I plan to kick things of with Sailors on the Starless Sea and then see where it leads. We have a group of 6 plus the GM, and over the summer we can probably hit at least 4+ for each session. One of my players actually has a DCC RPG adventure that he wrote and was published, so I'll need to be very well prepped to keep my GM cred at it's current level. ;)
Then when I get my Hardcover copy of The Razor Coast for Swords & Wizardy, I'll probably be itching to start a S&W campaign. So much gaming to want, so little time.
Sidetracked there for a bit.
I plan on using some variation of my proposed character stable idea. It still needs tweaking, so I shall tweak away. The idea of having an in game mechanic to swap out characters depending on player wants / party needs / PC death appeals to me. Playtesting it will see how it works in play as opposed to theory.
One idea I'm toying with is to give the players multiple rumors in between adventures about possible legends / locations / further adventure - not all would be level appropriate. Semi sandboxie if you will, as there is no detailed world to adventure in at the moment. Or I'll use one of the suggested Adventure Paths from the contest. I'll get feedback from my players to see how they want to run it, but I believe I have every published DCC RPG adventure (in PDF at least) so I have lots of options to choose from.
I do need to work up some random encounters / tables to possibly hit the party with before / after adventures as they travel - got to keep it real ;)
OSR Commentary on Troll Lord Games Adventurers Spellbook For The Siege
Engine rpg System
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Troll Lord Games Adventurers Spellbook is a complete reference for spells
throughout the Siege Engine rpg system. There are 379 Cleric spells (0 to
9th le...
2 hours ago
Adam M. and I use the player stable thing pretty regularly. The basic conceit is that we're members of a merecenary/troubleshooter band, based out of Ur-Hadad. When others are adventuring, we've got the rest back in Ur-Hadad,dealing with local politics and intrigue (i.e., opportunities for city-based adventures). That's part of the reason I wrote the faction play rules I posted a while back. Those are here if you're interested: http://revdoctoredj.blogspot.com/2013/05/revised-faction-play-system-for-dcc.html.
ReplyDeleteAs for POD, you could put it up on The Game Crafter, or ArtsCow. They do custom card decks, relatively cheaply.
ReplyDeleteOr, come to think of it, DriveThruCards.