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My first look at the Dungeon Crawl Classics RPG

The beta rules and Free RPG Day module have both been released now for the Dungeon Crawl Classics RPG and I've seen enough to decide that it probably isn't for me. That's a bit sad as I've been enthusiastically following it's development for a while now. I do think it will probably do pretty well since it has superb art, nice production values, some nifty and interesting mechanics and will be strongly supported by Goodman Games modules.

What puts me off of it? Here are the things I really don't like-

  • Appendix N. As the game is supposed to be mainly based on them, I went back and read some of the old books referenced by Gygax in AD&D and I found that outside of Tolkien and Howard, there's not a whole lot that I really enjoy. My fantasy reading tastes and influences are usually pretty modern and the flavor of this game doesn't match up well enough with my tastes.
  • The Adventures. More Dungeons? Even though I like dungeons, I was expecting something more than just more dungeon crawls for this game. I already have plenty of games that do dungeons. Plus I like my fantasy to have much more of a LotR flavor than what they are obviously shooting for here.
  • Zero level play. I've run a game like that before using Labyrinth Lord rules. It was a lot of fun and very fast to play. I don't think I'll do it again though (TPK - 12 character deaths). I don't like using multiple characters per player and the jump to level 1 just doesn't make a whole lot of sense. Fighters and thieves gaining their skills in play, ok. Wizards and clerics just picking up how to do magic, no.
  • The frigging dice. I just told you, I hate GS dice. Now you want me to buy another expensive set of them? I like the way the dice are used for the Fighter's attacks and for multiple attacks, but the need for yet more dice still seems like an unnecessary burden to play this game.
  • Way too many tables. Now I love tables - to read and for use in game prep, but in actual play I find having to constantly reference tables to be a big source of irritation. The spell tables take up way too much space and will bring the game to a screeching halt each and every time a spell is cast. Plus I pity the poor GM who has to keep track of the spells for all his villains. Combine those with the critical hit tables, fumble tables, deeds of arms tables, maneuver tables, counterspell tables, mercurial magic tables, corruption tables, etc., and my eyes start to glaze over.
  • Corruption. Say goodbye to ever having a magic user character like Gandalf in this system. Every wizard will eventually sprout horns or chickenfeet or some other nonsense. Every wizard is doomed to become hideous and shunned - no matter what. It's not because you chose to traffic with demons or tried magic that was beyond you - it's simply just because you will eventually roll a one.

I'll still be keeping an eye on the development of the DCC RPG as I know some things will change by the time it comes out in November, but I don't hold any real hope that it will evolve into a game that I would want to run. That said, I'd still love to play in a game sometime.

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