Wednesday, February 29, 2012

20 Campaign Questions

20 questions from this site, http://untimately.blogspot.com/2012/02/20-quick-questions-rules.html, as they pertain to my current campaign.
  1. Ability scores generation method? 3d6 in order.
  2. How are death and dying handled? Zero HP, make a DC 15 Fort Save , three fails you die.
  3. What about raising the dead? No one has tried. But there would probably be a quest involved, and lots of blood spilled.
  4. How are replacement PCs handled? Role 3 zero leveled guys, level the best to the same as the lowest level PC in the party.
  5. Initiative: individual, group, or something else? Individual, d20 style.
  6. Are there critical hits and fumbles? How do they work? Yes, DCC rules as written.
  7. Do I get any benefits for wearing a helmet? Not yet! But I've heard some good ideas. Will probably do something like this: Helmet will be -1 on "perception" type checks, but protect you from one CRIT per session or encounter.
  8. Can I hurt my friends if I fire into melee or do something similarly silly? Yes. DCC RAW. 50% to hit an adjacent creature if you miss your target.
  9. Will we need to run from some encounters, or will we be able to kill everything? Run.
  10. Level-draining monsters: yes or no? No. Permanent stat drain, yes.
  11. Are there going to be cases where a failed save results in PC death? Yes.
  12. How strictly are encumbrance & resources tracked? Story dependent. 
  13. What's required when my PC gains a level? Training? Do I get new spells automatically? Can it happen in the middle of an adventure, or do I have to wait for down time?  Gold can be spent for XP as training.Spells found, from scrolls or books, can be usable when leveling permits. PCs can level after being issued XP. 
  14. What do I get experience for? Whenever I give em, typically after fights or other challenges.
  15. How are traps located? Description, dice rolling, or some combination? Logical combination of the two.
  16. Are retainers encouraged and how does morale work? Retainers, yes. They're basically 0-level characters, that can level and become full fledged characters if their master wants. Morale is a Will save.
  17. How do I identify magic items? With a spell, research, usage or finding an expert. There aren't many, so when they get one, the Wizard or Elf can try and identify it.
  18. Can I buy magic items? Oh, come on: how about just potions? No, no.
  19. Can I create magic items? When and how? When you get a spell that allows you to.
  20. What about splitting the party? Be my guest. Players are welcome to do whatever they want, but the more experienced ones tend to live by the code, "Never split the party."

Crawl! A fanzine for DCC RPG

Crawlsmad

It's happening. I'm making a zine for DCC RPG. It's fully licensed to be compatible with DCC RPG and the first issue is being proofed and drafted right now.

What is Crawl!? It's a fanzine. It'll be produced as a short, digest sized pamphlet. It'll be hand-made and stapled. It'll be just like your punk-rock anarchist zine. But instead of tape and clue, it'll be lay-out using state-of-the-art Desktop Publishing software... not really. I'm using Scribus, which is Open Source Software. It will be folded and stapled by hand, probably by me. It will be available exclusively in this zine format. Which is perfect to use at your table.

It'll have some good shit, I promise. The art is awesome and original and by members of my weekly DCC campaign. The articles will be written by me and hopefully YOU!

Open submissions will start in March. The first issue will be out in April. And I'm really excited about it.

Check out the website at http://www.crawlfanzine.com/ for updates, teasers and pre-order info. 

Posted via email from Dak, D.M.