Showing posts with label DCC RPG. Show all posts
Showing posts with label DCC RPG. Show all posts

Tuesday, March 3, 2026

Crawl! Mega-Edition, No.1, Launching Soon!

Crawl! Mega-Edition, No.1 - A Super-Sized version of the original zine compatible with DCC RPG.

Hey everyone! I just wanted to take to opportunity to tell everyone about Crawl! Mega Edition No.1. This will be a fancy, deluxe, collectors edition in a super comic book size. It will be making its way to next Tuesday, March 10th.

This will be my first crowdfunded project, so I want to keep it simple. There will be the standard cover and a campaign exclusive alternate cover by Doug Kovacs! The content will be exactly the same as the digital and the standard edition, just larger for aging eyes, and printed on soft-to-the-touch, heavy un-coated bond paper.

This project will also coincide with the return of the original physical printed zine, done in the usual traditional copy-machine format by my local copy-shop. These will be available immediately at the wallet friendly and accessible price of ONLY $5. But you might already have a version of this. The only difference is a slightly updated cover design.

Sign up with the link below. Crowdfunding will begin next Tuesday, and early backers can save 20%! So don't miss out.

https://www.backerkit.com/call_to_action/29a422e8-bf87-42f6-91b8-481931622751/landing

Saturday, August 29, 2020

USING PROTOCOL 666

Crawl! Deathmatch

  • Forward
  • Intro to Crawl! Deathmatch
  • Prepare To Fight
  • tbd
Currently Play-testing.

Wednesday, May 16, 2012

Teaser

Guess what? The official release date is one week away! That means in just over a week everyone will have their delicate fingers smashed by the puppy killer that is the DCC RPG Core Book. This also means I'll be able to ship the pre-orders of Crawl! fanzine no.1! I have surprise for all pre-orders, but I don't want to say what it is. It was inspired by a little joke that I took as a challenge, and you saw what happened the last time I felt challenged. I step it up. So here's a hint: 

Crawl5668
5868

The next couple days are going to be spent folding, stapling, enveloping, labeling and stamping. Then I go on a quick trip to the desert for the weekend, then Monday will be a trip to the post office. So expect your copy of the zine sometime in the next week or two! 

Posted via email from Dak, D.M.

Monday, January 9, 2012

A View on the New Edition of D&D #DNDNEXT

A new edition of D&D was inevitable. Currently being dubbed the "next edition", the 40th Anniversary of the game is in 2 years. Ample time for 4e fanboys to finish their campaigns, and plenty of time for WotC to play-test and finalize what may possibly be the Ne Plus Ultra edition of the game. I'm looking forward to it.

I love D&D, I call my game D&D, but it's basically the BETA rules of DCC RPG with a couple rules from various OSR games such as LotFP & S&W, which means it is essentially a bit of 3e and 0e with some house rules, made up, forgotten and used on the fly. That's how I roll, and how I plan to run my home campaign for now on. There is nothing wrong with that, and Mike Mearl's statement validates it (not that we need it):

"We want a game that rises above differences of play styles, campaign settings, and editions, one that takes the fundamental essence of D&D and brings it to the forefront of the game. In short, we want a game that is as simple or complex as you please, its action focused on combat, intrigue, and exploration as you desire. We want a game that is unmistakably D&D, but one that can easily become your D&D, the game that you want to run and play."

D&D wasn't my only game. When 3.0 first came out, it only marked my return to the hobby. (I started playing D&D with the Holmes edition in 1979.) These new rules were so robust and complete, I didn't want to learn another game, so I stuck to just d20 varients to get my super-spy, sci-fi, horror & super-heroes in. It worked fine. Then I started to play games other than d20. While I whole-heartedly adopted 4e, ran some RPGA "Living" campaigns and Encounters, and honestly enjoyed 4e for a couple years. This helped me refine what I wanted in an RPG. I felt something was wrong with 4e, something that I've never been able to pin-point, much-less explain in a blog post. Then Essentials came out, it changed the rules and made previous books obsolete, emphasised the web-based materials and basically forced me to look elsewhere to get "my D&D." Then I discovered that Older Editions (OSR) were not only being played, but being supported through un-official channels and retro-clones. I fell in love with the game, all over again. For the past year I've been playing the D&D I want to play, and it ain't 4e, it ain't even really 3e. My previous obsession with "official" rules were gone, my obsession became playing the game I wanted to play, and access to Older Editions (official and their simulacra) gave me a robust toolbox to do this. 4e basically forced you to play one way.

The Next Edition promises another set of these tools. To officially use as I see fit. And I'm stoked.

You can cool it now...

Posted via email from Dak, D.M.

Friday, December 16, 2011

Converting to DCC: Part 1, Enchanted Items


This is the first in a series converting old D&D modules to Dungeon Crawl Classics RPG.

Converting to DCC: Part 1, Enchanted Items

In my ongoing Dungeon Crawl Classics RPG beta campaign I’ve used primarily pre-made adventures made for older editions of D&D, some OSR adventures and the Free RPG Day DCC adventure, The Portal Under the Stars.  When running pre-made adventures you come across tons of magic items as treasures.  I ignored any mundane +1 items and potions and gave the gold-piece equivalent for most things. With the story specific items, I decided to convert them to be as dynamic and dangerous as spells are in the DCC game.

I stuck with the following principles:
  • Magic is dangerous. It throws off the natural balance of all existence. It’s fickle and unpredictable. The more powerful the magic, the more dangerous it is to wield it. There is  nothing mundane about magic, including magic items.
  • A 1-level Enchanted Item should be no more powerful than a 1-level spell.
  • Each time it is activated, there will be an activation check, typically a d20 roll modified by class level and/or appropriate ability modifier.
  • It should have at-least 3 levels of effects: A misfire (typically a natural 1), usually resulting in a corruption, disapproval or fumble. A failure (typically 10 or less), usually resulting in lesser or no effect. And a successful activation (usually 11 or more.) Modifiers to the activation roll and restrictions can depend on the nature of the item, and related to abilities, class and/or alignment.
  • Any spell-caster can identify a magic item on a successful Spell Check, modified by caster level. DC = 15+Item Level.
  • A standardized format.
These are a couple that I came up with. They’re both items found in pre-made adventures as noted at the end.


The Shadowgem, 3-level arcane enchanted item.

DC 18 to identify: The shadowgem is a large black jewel the size of a small child’s fist. It can only be used by Chaotic elf or wizards.  When activated a shadow emerges from the gem to the wielder’s bidding.

Shadow: Init +4; Atk +2 melee (dmg 1d4+special); AC 13; HD 2D8+2; SP incorporeal (non magical damage inflicts only 1 hp damage); SV Fort +1, Ref +1, Will +0; AL C; XP 35.

Activation: Chaotic Elf & Wizards only, d20+caster level.
CheckEffect
3 or lessUh oh, misfire! Roll 1d6 modified by luck: (1 or less) Shadow is angry and attacks the wielder and their allies until destroyed.  (2-3) Shadow is angry and attacks the wielder and their allies for 1d4 rounds before returning to gem.  (4-5) Shadow is annoyed and attacks the wielder once before returning to the gem.  (6 or more) Shadow is busy and can't be summoned for another turn.
4-14 You’re doing it wrong. No effect.
15-23“Who do I need to kill?”  Summon one shadow for 1 turn. The shadow attacks the wielder’s opponents to the best of its abilities until commanded, the gem is destroyed or shadow is slain.
24+“I brought some friends.”  Summons 1d3 shadows for 1 turn.


Scrying Ball, 3-level arcane enchanted item.

DC 18 to identify: This crystal globe emits an ongoing light. When activated, a wizard or elf can view the location he has seen or has reference to (e.g., can view a creature whose lock of hair he possesses).

Activation: Elf & wizards, d20+caster level. Other classes, d16+Intelligence modifier. All, -2 penalty for each consecutive use in a day.
CheckEffect
3 or lessOutlook not so good. Roll 1d6 modified by luck: (1 or less) The wielder and their surroundings are visible before the subject or in the location being viewed. Spell check, DC 15, to turn it off.  (2-3) An alien countenance looks back at the wielder! The extraplanar being casts a geas or minor curse upon the wielder. (4-5) The extraplanar being says and does nothing. (6 or more) Subject, or subjects at a location, has feeling that they’re being watch.
4-14Reply hazy, try again.
15-23You may rely on it. Viewing effect lasts for 1d6 rounds.
24+It is certain. Viewing effect lasts for 1d6 turns.

Notes:

The Shadowgem is from Out of the Shadows by Jesse Walker from Encounter Magazine No.2. http://encountermagazine.blogspot.com/

The Scrying Ball is from The Portal Under the Stars by Joseph Goodman from Dungeon Crawl Classic RPG Free RPG Day 2011 Adventure Starter.  http://goodman-games.com/FRPGD11preview.html


I’m open for suggestions, comments and ideas. Let me know what you think. I’ve also attached a PDF version of the items somewhere in this entry.


EnchantedItems.pdf Download this file

Thursday, July 7, 2011

Quick and Dirty Ability Checks (D&D house-rule) #OSR #ODND #DCCRPG


I'll be honest, I'm not a fan of skill checks. It's crunch in my ice-cream that I don't like. One of the things that differentiate, to me, "modern" and "old-school" is how a simple thing like a search is attempted. A d20 roll is just not engaging or interesting to me. It created a bad habit in gaming, "I search the room," rolls a d20. It encourages impatient players, who just want to cut to the chase (or Encounters with a capital E.) That is not D&D that I want to play. So I had to figure out what to do when it comes to what most players habitually do, search this, climb that, open this, get around that. In my attempt to engage the players. I have been encouraging my players to be deliberate about their actions, how they do it and how long they are willing to try it. I've been trying out My Quick and Dirty Ability Checks for S&W and DCC and it's been working really well. The first trick is to determine if a roll is necessary at all. Then if it is, then determine the difficulty. Then determine if an element of luck (or fate?!) is involved.
It works like this. The Players describe how and what their character are doing. If it's not life or death, or at the very least dangerous for someone, then go ahead let them do it. Pretty simple. But if there is a chance of failure, I use these magic numbers based on difficulty and compare it to an appropriate Ability Score:
  • EASY: LESS than 6 fails.
  • ROUTINE: LESS than 9 fails.
  • MODERATE: LESS than 13 fails.
  • HARD: LESS than 16 fails.
  • IMPOSSIBLE: LESS than 19 fails.
You'll notice there is direct correlation with those numbers and ability modifiers, but I wanted to use actual scores for the checks. So if a character wants to pry open a standard door, I'll deem it being HARD and ask for their strength. If they're strong enough, it opens. No rolling, just deliberate actions from the players and outcomes based solely on GM's discretion.
If there is an element of luck and/or danger, only then do some dice come in play. I roll an appropriate number of d6s, and compare the totals to ability scores:
  • EASY: 1d6
  • ROUTINE: 2d6
  • MODERATE: 3d6
  • HARD: 4d6
  • IMPOSSIBLE: 5d6
The bell curve is intentional. If the total is equal-to or more than their ability score, it is a failure. (Higher the better for the DM!) This works excellently for group checks. If the group is sneaking past some Unamed Spawn from Hell's Ending (Hard!) I'd roll 4d6 (only once!) and compare it to the PCs Ability Scores. Let's say I roll a 15, I'd then ask if anyone has a Dex (or Agility) of 15 or less? If someone does, they get spotted.
Another example came into play last week when a group of PCs were climbing out of a steep tunnel that had been greased but had knotted ropes. Since there was an element of danger (Routine), I rolled 2d6. I rolled a 6. Everyone with 6 or less slips, those that failed their save fell. Two died from the damage, one didn't. Quick and Dirty.
Putting the dice in the hands of DM does two things, it forces the players to be creative and role-play and the DM has more discretion on success or failure. Don't add or subtract ability modifiers, they're already factored in. Do factor in circumstances and Class/Monster Abilites by increasing or decreasing the difficulty. Sneaking past some sleepy Gate Guard would be ROUTINE, while sneaking past The Multi-eyed Crawling Eye of Oblivion would be HARD if not IMPOSSIBLE.