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  1. #1

    DCC RPG / MCC RPG and Resources for them.

    I wanted to start a thread for current players of Dungeon Crawl Classics Roleplaying Game (DCC RPG) and those that might be curious about it.

    To be honest, Classic D&D isn't the right place for it, but there isn't really any other logical place to put it either, so I'll put it here. This thread can serve, now and in the future, to be a repository of knowledge on DCC RPG and it's vibrant and enthusiastic fan driven ecosystem and resources available for it. It can also serve as a place for Mutant Crawl Classics (MCC RPG), which is a sister game completely compatible with the DCC game that is due out summer of 2016.

    I will first start with: What is Dungeon Crawl Classics RPG?

    DCC RPG is an OGL game that uses a modified rules-light core of the d20 D&D 3e system engine to present a game that has an old school feel. "Modern Rules, Old School Feel" is one of the motto's used to describe it. Also, one close to my heart, is "It is time to PARTY like it's 1974" is the motto of the popular podcast about the game. So, what does this really mean? Modern Rules, but Old School feel. Isn't that an oxymoron? How could new school rules give an old school experience?

    In order to understand this, we need to go back to the roots of our hobby. It all started when one wargamer, Gary Gygax, met another wargamer, Dave Arneson at the Origins convention and were discussing the "Chainmail" rules that Gary had published for medieval historical battles using miniatures. The idea was tossed around to make a fantasy supplement to allow Chainmail to play games like the fantasy and science fantasy books they read. The basis of this is what became the original D&D game presented in 1974. Forward things a few years and Gary Gygax, in the first Dungeon Masters Guide ever written for our hobby, put into it, Appendix N, the reading list that had inspired him to create the game of D&D.

    What DCC does is posit the question, if Gary and Dave were alive today and had access to 40 years of experience in modern game design, how would they have created their game differently in order to best tell stories about the literature that was contained on that Appendix N reading list that was so inspiring to them. Thus, the Rules of DCC start with a modern game engine, but tailor it towards telling Appendix N type of stories.

    If you can appreciate this fact, that it is a game that is designed to tell different stories than what your 5e, 4e, 3.5e, Pathfinder etc. games are designed to tell, then you can appreciate that this is a game that can happily coexist in your gaming life alongside your system of choice, because it is serving a different purpose and scratching a different itch.

    Going back to the Appendix N Literature, we see prominently, the works of Jack Vance, Robert E. Howard, Edgar Rice Borroughs, Ashton Clark Smith, H.P. Lovecraft and Fritz Lieber, to name just a few. In those stories, we find the roots of the D&D fighter in the likes of Conan, Faffered, John Carter etc. We also see the basis for the thief class in the Grey Mouser and the tales of Lankmar. In Jack Vance, we see the basis for the magic system, in many cases, the exact spell names from the stories were brought into D&D, as well as some of the magic items.

    But, how close does D&D actually mimic those tales? Back at that time, Gary and Dave were pioneering an entirely new genre of game from scratch and they didn't necessarily have the resources, knowledge or experience to make it do what they might want. We see Conan doing fantastical feats. We see magic in Jack Vance's work is variable, wild and not well understood. There are many other details that D&D doesn't quite get right in being able to tell those specific types of stories. Those are the places where DCC exells. It presents a game system tailored for those types of stories, where adventure and great danger may lay around the next corner; magic is very powerful, but difficult to accurately control, and you may owe some being for having tapped into their power; and the warrior shares his rightful place in the spotlight, capable of doing great mighty deeds that would make Conan proud. No doubt, it is a world that is not for the feint of heart. Death is always possible, but successes feel so sweet having braved those dangers.

    DCC is a modern game with all the standard things you've come to enjoy, like Ascending AC, Base to Hit, the 3e Fort/Save/Will saving throw system etc. but with an old school ascetic where the danger is palpable and you'll be on your edge of the seat wondering what will happen. It is also a system, however, that puts a lot of control into the hands of the players to counteract the twists and turns of fate; it has a built in system of luck mitigation that counterbalances randomness and helps the player to control the rolls of the die based on resources they have under their control. Smart play can counterbalance poor luck of the die.
    Last edited by vodokar; November 1st, 2016 at 04:16.
    Ultimate License Holder GM

    Games currently Playing: AD&D, DCC RPG and D&D 5e

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    2) Maintaining and improving released projects.
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    4) Basic Fantasy Ruleset
    5) Metamorphosis Alpha Ruleset

  2. #2
    I can't wait for MCC!
    Patrick

    Ultimate License Holder
    Currently Running (rotating home campaigns): Hobgoblins, Orcs, and Kobolds, Oh My! (5E), The Enemy Within (WFRP)
    Currently Playing: Castle Zagyg (Labyrinth Lord), The Forgotten Temple of Tharizdun (AD&D)

  3. #3
    @Zhern Absolutely, me too. Would you care to share with us what MCC RPG is? Tap, your it!
    Ultimate License Holder GM

    Games currently Playing: AD&D, DCC RPG and D&D 5e

    Finished Projects: AD&D Ruleset
    New School NPC Maker 5E
    New School NPC Maker PFRPG - 3.5E
    Old School NPC Maker

    Current Projects:

    1) Adventure Module.
    2) Maintaining and improving released projects.
    3) C.O.O.L. Beasts
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  4. #4
    Trenloe's Avatar
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    TL; DR please?

    I try to read everything on the forums - so Charles, a summary would help my frazzled brain a lot when trying to catch up on forum posts at the end of the day.
    Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!

  5. #5
    TL; DR version: DCC is a modern game with all the standard things you've come to enjoy, like Ascending AC, Base to Hit, the 3e Fort/Save/Will saving throw system etc. but with an old school ascetic where the danger is palpable and you'll be on your edge of the seat wondering what will happen.

    But, there is more to it than that.
    Last edited by vodokar; November 1st, 2016 at 06:09.
    Ultimate License Holder GM

    Games currently Playing: AD&D, DCC RPG and D&D 5e

    Finished Projects: AD&D Ruleset
    New School NPC Maker 5E
    New School NPC Maker PFRPG - 3.5E
    Old School NPC Maker

    Current Projects:

    1) Adventure Module.
    2) Maintaining and improving released projects.
    3) C.O.O.L. Beasts
    4) Basic Fantasy Ruleset
    5) Metamorphosis Alpha Ruleset

  6. #6
    superb podcasts: For DCC: Spellburn https://spellburn.com/ For MCC: Glowburn https://podcast.glowburn.org/

    Some outstanding resources:

    Fanzines:
    Crawl (especially # 6 and #10, which have new class descriptions for DCC)
    CrawlJammer (dedicated to a SpellJammer setting conversion to DCC)
    D.A.M.N. (like Dungeon magazine for DCC)
    Crawling Under A Broken Moon (dedicated to a post-apocalyptic setting for DCC - much of this will especially be useful when MCC is released)
    Black Powder Black Magic (dedicated to a Deadlands type setting for DCC)
    The Gongfarmer's Almanac
    Metal Gods of Ur-Hadad

    Great Books by 3rd parties that expand on essential things in the core game:
    Steel and Fury (Mighty Deeds)
    Angels, Demons and Beings Between (Patrons)
    Mind Games
    Last edited by vodokar; November 3rd, 2016 at 01:27.
    Ultimate License Holder GM

    Games currently Playing: AD&D, DCC RPG and D&D 5e

    Finished Projects: AD&D Ruleset
    New School NPC Maker 5E
    New School NPC Maker PFRPG - 3.5E
    Old School NPC Maker

    Current Projects:

    1) Adventure Module.
    2) Maintaining and improving released projects.
    3) C.O.O.L. Beasts
    4) Basic Fantasy Ruleset
    5) Metamorphosis Alpha Ruleset

  7. #7
    Okay, so MCC. If you take the Toxic Avenger, cross it with Plan 9 from Outer Space, Flash Gordon, The Hills Have Eyes, Planet of the Apes, Barbarella, 2001, and any other gonzo, off the wall sci-fi you can imagine, all mixed into one and turned into a modern (with old school feel) TRPG.

    *EDIT: It was easiest to explain using the Kickstarter blurb for MCC*

    The Setting: Terra A.D.

    The characters in the Mutant Crawl Classics RPG live in a primitive world dominated by the bizarre side-effects of an ancient holocaust known only as the Great Disaster. Millennia after this cataclysmic extinction event, the world — now known as Terra A.D. (After Disaster) — has regrown into a lush tropical wilderness. The lifeforms that survive and flourish in Terra A.D. did so because natural selection rewarded their ancestors for possessing either very plastic or very hardy genomes. Plants and animals with wild and unstable mutations permeate the ecosystem and the food chain. Though some species have settled down into relatively stable body plans and are capable of reproducing true to form, there is still the chance in any given birth of a new mutation arising.

    Of these mutations, the advent of intelligence and sentience are by far the most pervasive. Never before in the history of the world has it been home to so many competing sentient species. Many animal and plant species now possess rudimentary reasoning abilities, and more than a few walk upright, communicate with each other, and make use of tools. These sentient species are collectively known as Manimals and Plantients.

    What few members of mankind that survived the Great Disaster meanwhile descended into barbarism and savagery, and eventually split into two separate species: Pure Strain Humans and Mutants. Rather than surviving the Great Disaster by virtue of constantly mutating genetics, the genome of Pure Strain Humans became hardened against radiation and other mutagenic environmental effects, leaving them an especially hardy and intelligent race. The Mutant species of mankind meanwhile evolved along an opposite path, never breeding true to form even within small tribal gene pools. A mutant is always born with at least one notable cosmetic mutation, and upon reaching post-adolescence, mutants will typically manifest a diverse set of unpredictable additional mutations, making them among the most bizarre and horrific of all Terra A.D. creatures.

    No existing sentient species or culture on Terra A.D. has managed to rise above the Neolithic stage of civilization. Stone tools and a tribal hunter-gatherer society dominate, with even rudimentary agriculture being a very rare occurrence. Metallurgy and writing are unknown to most sentients.

    The Ancient Ones

    It is generally accepted among the denizens of Terra A.D. that there once existed a legendary race of an unknown type that ruled and ordered the world with an arcane force known as technology. While nearly every sentient species makes an apocryphal claim to be directly descendant of these protean techno-wizards of millennia past, the evidence for their existence is inarguable. Though long since passed out of all memory, the imperishable artifacts and ruined haunts of the Ancient Ones were manufactured of such incomprehensibly durable substances and with such super scientific knowledge as to be virtually immune to the ravages of passing centuries. Many such devices and places may yet be discovered relatively intact by those brave enough to plumb the taboo lands of Terra A.D.

    The Characters: Class Options

    It is the goal of every youngling to return from the Rite of Passage (MCC’s character funnel) with a potent enough artifact to be promoted to a Seeker Team. Seekers are those elite tribesmen whose job it is to go out into the wilderness, ruins, and taboo lands seeking ever-greater artifacts of the ancients for the benefit of themselves and their kinsmen.

    Each genotype in MCC RPG has its own unique abilities and powers. Pure Strain Humans have Darwinian Luck and four classes from which to choose. Mutants, Manimals, and Plantients possess bizarre physical and mental mutations and individual race-as-class powers. Here’s a quick breakdown of the MCC RPG classes:

    Sentinel (Pure Strain Human): A hardened warrior with an artifact bonus die for weapons and armor.
    Shaman (Pure Strain Human): A worshipper of a Patron Artificial Intelligence, granted the ability to run wetware programs that alter the laws of physics.
    Healer (Pure Strain Human): A tribal healer with expert knowledge in naturopathy healing techniques and able to get superior results from the medical artifacts of the ancients.
    Rover (Pure Strain Human): A tribal scout with a knack for disappearing and then turning up on the other side of computer-locked doors and ancient security systems.
    Mutant: A tribesman with mutations and an appearance so shocking to others he often acts first in battle.
    Manimal: A sentient bipedal animal with mutations and an ability to attack at advantage in large packs.
    Plantients: A sentient bipedal plant with mutations and the ability to influence the luck of others via fragrances, pollens, and pheromones.

    Mutations

    Mutations in MCC RPG each have a table of possible effects, from complete failure and the possibility of gaining a defect, to mighty mutational effects that can alter the very landscape. Mutations come in two types — passive and active. Passive mutations are permanent effects like armor, extra limbs, or enhanced stats. The effects for passive mutations are only rolled once per level. Active mutations are at-will powers, and their efficacy is rolled with each use.

    Lost Super Science

    The lost super science of the Ancient Ones is centuries in advance of anything that we have today. While many of the familiar tropes of post apocalyptic gaming are present in MCC RPG — like power armor, robots, and particle beam weapons — it’s always with a Vancian super science spin. Even a simple dazer pistol may come with its own AI and semi-sentient personality.

    Patron AIs

    Existing far above the level of mere robots, androids, and holograms are the Patron AIs. These godlike artificial intelligences may be ancient global satellite systems, military guidance computers, or even rogue quantum field AIs living in the EM field of the planet. But they all share one thing in common — a world-dominating agenda and the willingness to grant mortals great power if they are served faithfully.

    Foes and Danger

    Not since the Cambrian Explosion has the planet seen such a wild evolutionary radiation of mutations and bizarre lifeforms. If these were the only dangers permeating Terra A.D., they would be an abundance. But the world is also home to wounded lands soaked in radiation, volcanic crater countries, and the ruins of a civilization so powerful its technology functions yet, often in dangerous and unpredictable ways. Though long since perished, the Ancient Ones are also survived by the mightiest of their creations, the rogue chunks of “smart metal” that still roam the dark corners of the world. These robots and androids are animated by inexhaustible power sources, sometimes corrupted CPUs, and insanely murderous artificial intelligences. Taking back this world and re-building civilization may be the grand goals of the tribal elders, but most days you and your Seeker team are focused on just living to see tomorrow.

    Plus All The Usual DCC Goodness


    The Mutant Crawl Classics RPG is written to be 100% compatible with Dungeon Crawl Classics RPG. Character and setting transfers are seamlessly accomplished, and genre-mashing ability is built in — all using the same streamlined d20 system you know and love. If you’ve played DCC RPG before, you already know how MCC RPG works. If you’re new to the DCC RPG system, you’re in for a treat. Spells and mutations results are accomplished with the roll of a d20 and reference to an expansive results tables. D20 combat is simultaneously simplified and enhanced. Instead of an endless list of modifiers, increases and decreases in attack ability are accomplished simply by moving the roll up and down the dice chain (d3, d4, d5, d6, d7, d8, d10, d12, d14, d16, d20, d24, and d30). The DCC RPG system may seem at first glance to be a “swingy” combat system, but the Luck mechanic and spellburn/glowburn mitigate this tendency and balance the game beautifully!
    Last edited by Zhern; November 1st, 2016 at 15:46.
    Patrick

    Ultimate License Holder
    Currently Running (rotating home campaigns): Hobgoblins, Orcs, and Kobolds, Oh My! (5E), The Enemy Within (WFRP)
    Currently Playing: Castle Zagyg (Labyrinth Lord), The Forgotten Temple of Tharizdun (AD&D)

  8. #8
    Quote Originally Posted by vodokar View Post
    What DCC does is posit the question, if Gary and Dave were alive today and had access to 40 years of experience in modern game design, how would they have created their game differently in order to best tell stories about the literature that was contained on that Appendix N reading list that was so inspiring to them. Thus, the Rules of DCC start with a modern game engine, but tailor it towards telling Appendix N type of stories.
    Thanks, vodokar! I never understood what DCC was, I always thought it was an OSR game like Labyrinth Lord or Swords & Wizardry.

    I have a question about the quoted paragraph: I was under the impression that C&C was Gary's modern RPG based on his years of experience and follows on 1e/2e mechanics. Is DCC just taking it one version further and basing it on 3rd rules (in addition to not having involvement from Gary and Dave)?

    Please keep in mind my knowledge of the history of RPGs is rather limited so I'm asking to learn and become more knowledgeable about a hobby, not challenging you in any way.

    Thanks!

  9. #9
    Quote Originally Posted by NotRussellCrowe View Post
    Thanks, vodokar! I never understood what DCC was, I always thought it was an OSR game like Labyrinth Lord or Swords & Wizardry.

    I have a question about the quoted paragraph: I was under the impression that C&C was Gary's modern RPG based on his years of experience and follows on 1e/2e mechanics. Is DCC just taking it one version further and basing it on 3rd rules (in addition to not having involvement from Gary and Dave)?

    Please keep in mind my knowledge of the history of RPGs is rather limited so I'm asking to learn and become more knowledgeable about a hobby, not challenging you in any way.

    Thanks!
    NotRussellCrowe,

    Asking questions is good! No one will see that as a challenge. I can address this a bit but I'm sure others will be able to be much more thorough.

    C&C (Castles & Crusades) is heavily influenced by Gygax and it is highly probable that EGG contributed to it (I couldn't find a definite source short of asking Stephen Chenault) since he was working with Troll Lord Games during that period on Gary Gygax's Necropolis, Zagyg, Yggsburgh and the like. I did double check the credits in the book and the following are noted as developers (James M. Ward worked with EGG from the TSR days): Stephen Chenault, Davis Chenault, Mac Golden, Robert Doyel, Todd Sandy, Todd Gray, James M. Ward. But, as I said, it is very likely that EGG had a hand in some of it due to the working relationship with Troll Lord Games.

    DCC (Dungeon Crawl Classics) as it exists today, and much like C&C, started with the D20 system but then modifies it (i.e. fixes it) into the spiritual successor that would likely have been envisioned by E. Gary Gygax and Dave Arneson (which is where the Appendix N comes in).

    In short, both C&C and DCC are derived from the d20 system but are still a product of the Old School Renaissance thanks to OGL and the spirit of the game and system. Hope this helps (and that I didn't get my facts mixed up!).
    Patrick

    Ultimate License Holder
    Currently Running (rotating home campaigns): Hobgoblins, Orcs, and Kobolds, Oh My! (5E), The Enemy Within (WFRP)
    Currently Playing: Castle Zagyg (Labyrinth Lord), The Forgotten Temple of Tharizdun (AD&D)

  10. #10
    Thank you Zhern for sharing your knowledge. I would say you are pretty dead on regarding C&C and DCC. I would add though that while they do share some similarities, as they are intended for different purposes, they also have differences.

    The purpose and intention of C&C is to take the d20 engine and make it simulate AD&D for the purpose of telling stories, primarily, of high or epic fantasy and dungeon crawling. Definitely the same idea of "Modern Rules, Old School Feel", but it's trying to accomplish it for a different purpose. Great game, btw.

    Whereas, the purpose and intention of DCC is to take the d20 engine and effectively take D&D into territory it hasn't ever really been much before, at least for a very long time, which is telling stories similar to the Appendix N Swords and Sorcery (what might be called Low Fantasy) and Science Fantasy genres and even encourage genre smashing and weird tales. Thus, modifications to the rules are towards that purpose.

    The TL;DR version would be: if you like AD&D, play C&C. If you want to feel like your Conan, play DCC. If you like both, which I certainly do, then play both. Clearly, there is much more to it than that, but it gives you some idea.

    Oh, and just to be crystal clear, DCC/MCC is most certainly a product of the Old School Renaisance (OSR), but not a retroclone.

    As for the TL;DR version of the explanation on MCC: It is a 100% DCC compatible version of Gamma World.
    Last edited by vodokar; November 2nd, 2016 at 00:06.
    Ultimate License Holder GM

    Games currently Playing: AD&D, DCC RPG and D&D 5e

    Finished Projects: AD&D Ruleset
    New School NPC Maker 5E
    New School NPC Maker PFRPG - 3.5E
    Old School NPC Maker

    Current Projects:

    1) Adventure Module.
    2) Maintaining and improving released projects.
    3) C.O.O.L. Beasts
    4) Basic Fantasy Ruleset
    5) Metamorphosis Alpha Ruleset

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