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

Friday, September 12, 2025

Another Hommlet Podcast

A Hommcast? Anyway, the latest is from the folks over at Mighty Deeds, which is, I believe, a DCC actual play podcast. Season 3 of which sees our heroes venturing into Hommleton. They continue on to the Temple of Ephemeral Edicts, but they spend about 16 episodes in the village/moathouse.

Strangely, even though they're using DCC rules--published by Goodman Games--they seem to be using the 4e Version of Hommlet, not the Goodman Games reprint. Probably because they didn't want to take a out a second mortgage to get the Goodman Games tomes. But the DM--or whatever they're called in DCC--keeps dissing Uncle Gary's flavor text even though the text he is reading is often not from the original T1. 

Linked here:

Mighty Deeds: Hommlet podcast 

Thursday, November 15, 2012

DCC RPG Round Two: That said...

The other day I pretty much soiled my drawers raving about DCC RPG and proclaiming it the holy grail of awesome RPGs--and I stand by every glowing word of it.  Man what a great gaming book.

That said, there are some aspects of Goodman's game that just aint gonna make it to my table:

Thanks Doug Kovacs.  Still no permission.
Character Funnel:  I may try this as a one-off type-deal, but, seeing as I'm already killing off my 1st level PCs at an alarming rate, I don't see how making them even more fragile is going to improve the gaming experience.  I just don't see the value of gathering a huge scad of unskilled, unequipped nobodies--as opposed to the barely skilled, modestly equipped dudes we're already playing--and sending them off in search of an early grave.  I don't see this happening without some very specific motivation, e.g. monster in the cemetery is eating the children so the baker and the blacksmith lead a posse of townsfolk to kill the ghoul. 

Ability Names: Say what you will about D&D, but when it came to naming the abilities Dave n' Gary really stuck the fucking landing.  Any straying from the Original Six ability names sounds like so many jars of "catsup" or boxes of "Cereal-Os."  Stamina, agility, personality all sound amateurish if not downright misguided.  Cracking out Roget's does not improve the gaming experience. 

AC 15: Don't get me wrong, I'm not one of these old schoolers who believes that descending AC is objectively superior to all other forms--even if I do prefer the descending scale in my game.  I absolutely see the value of ascending AC; many, many of my house ruling efforts have included the following qualification: "this would be a lot easier with an ascending AC."  BUT... any ascending AC system I endorse must embrace the AC 0 = no armor principle.  Now this is objectively superior to all others.

20-sided initiative: One of the few things that I do know about neo-D&D is that it embraces the rolling of 20-siders for virtually everything--including initiative.  But you already know this.  Now, I'm far too crotchety to get behind 20-sided intiative, especially when the Goodman guys present a really cool option within their own rule: use the dice chain.  As stated in the book, two-handed weapons use d16 for initiative instead of d20.  This is the kernel of what I think is a far superior idea: why not take this a step or two further and use a greater spectrum of the dice chain: daggers roll d10, long swords roll d8, 2-handers roll d6; something like that. 

Fortitude, Reflex, Willpower: In a game that evokes an atmosphere of menace and chaos in every printed pixel, why would you go with the status quo when naming your saving throws?  The clinical, newfangled titles sound like they were determined by a committee of marketing mavens and real estate copywriters.  For 2e DCC, I hope they come up with more evocative names for saving throws


And that's pretty much it.  Every other aspect of this game exemplifies awesomeness in gaming.  Even the funky dice--which initially had me worried--have been put to such good purpose that there is no feasible means of dismissing their greatness.

Monday, November 12, 2012

DCC RPG

Art by Doug Kovacs. Used without permission. May the Lords
 of Chaos forgive me.
Have I mentioned how much I love DCC RPG?  So does everyone else, I know.  But It's not often--read "ever"--I drop nigh on forty bones for a single gaming implement.  Nor do I usually consider textbook-sized rulebooks as a viable option.  But for DCC RPG, I tossed aside my reservations and have absolutely no regrets; this game fawking rawks.

Some aspects of this game are so in sync with my own gaming preferences that I can't help but  suspect that the DCC dudes somehow peered directly into my brain when they were writing this sucker.  The magic system is nearly perfect, the experience system is perfect, alignment and clerics aren't quite perfect but they're much closer than anything I've ever seen before.  Indeed, between the scenes of mayhem depicted in the artwork--Doug Kovacs work in particular--the reliance on odd-shaped dice--even by D&D standards--and the intricately developed spell system, you really feel that chaos is a malign presence in this game. 

As with any rules set, there are a few things I'm not thrilled about, but my complaints regading DCC RPG are so minor that they can be dismissed as the niglings of a self absorbed jackass.  For instance, despite purporting inspiration from Appendix N, the rules often stress adherence to a strictly interpreted medieval campaign setting including widespread illiteracy, prevalence of a non-monetary economy, extreme provincialism etc.  All well and good, but not many of the Appendix N books I've read actually adhere all that closely to historically correct medieval, economic, or social structures. 

The same goes for the much vaunted character funnel.  Where are the examples in the Appendix N body of literature--or any body of literature for that matter--of groups of 15+ unequipped, unskilled, foolhardy peasants throwing their lives away in Quixotic pursuit of subterranean adventure?  It may--or may very well not--be a neat idea for a game, but, either way, I don't see that it follows with their purported mission statement.

But all that minor BS is easily swept aside by all the goodies packed into this hefty tome.  Random tables galore, rules for spell dueling, an XP system to end all XPs... but best of all: did I mention the Sample Dungeons?  That's right; not one but two complete m***er f***ing sample dungeons; one for 0-level characters and one for 5th level characters.  Phew!  I'm in ecstasy here.  DCC RPG has put the O in OSR.  I hope it was as good for them.




Friday, September 28, 2012

Etymology of the word "crit"

So I just got the DCC RPG rulebook--I know, last one on the bandwagon yet again.  As you're probably already aware, they use the term "crit" to describe exceptional wounds sustained in combat; a fairly common convention amongst gamers.  Many of you probably believe the term comes from the term "critical hit."  While you shouldn't be mocked for this misunderstanding, the truth is far more sinister.

In fact "crit", as anyone who attended art or architecture school will tell you, is actually short for "critique"; an event wherein students present their work for comments from their elders; sounds harmless enough.  But, for those fortunate enough to have avoided the experience, a crit is actually a most unholy ritual which involves sequestering a group of initiates in a single room called a "studio" for several days (d6+1) and purging their souls and bodies via total sleep deprivation and a diet limited to the output of the nearest vending machine.

After the mind and body are thoroughly purged of any wholesome, life-sustaining elements, the initiate--incapable of meaningful communication and exuding a most offensive reek--is subjected to a protracted self-immolation involving forced pubic speaking before a jury of fashionably dressed sadists wearing angular spectacles.  Through a most thorough and malevolent analysis of the initiate, each member of the jury proceeds to verbally humiliate the prostrate student until catatonia sets in.  The process is repeated 1-3 times per semester for 3-5 years.  

Survivors of a crit are occasionally rewarded with free snacks.

What, pray tell, has any of this to do with the gushing axe wounds delivered to the necks of kobolds?  I'll tell you. 

Throughout the agonizing crit ritual initiates are prone to fantasies involving any number of ghastly bodily injuries they might sustain which would, hopefully, excuse them from completing the process.  It is these febrile imaginings which became the source of the first "crit tables" when, back in December of 1976, an aspiring architect at the Harvard Graduate School of Design who, in the midst of the 'cleansing' portion of the final--and most intense--crit of the semester, compiled a comprehensive list of these masochistic fantasies on a scrap of vellum.  When tending to said student, a young EMT saw the list on an adjacent drafting table and, intrigued by the heading which read "Crit Injuries," pilfered it.  Being an avid D&D player who was always looking for lists to randomize, he knew he'd struck gold.  He immediately put it to use in his Friday night gaming group, word got out and, after 30+ years of proliferation throughout the gaming community, DCC published a book laden with "crit" tables in silent homage to the suffering of design students everywhere.