Maxwell Luther wrote:If Crawl is as essential as the Crawler's Companion, that would be high praise indeed, in my eyes.
CRAWL! is essential -- it gives you the fan perspective and some ideas on where to take your home game. You may not necessarily use what's there exactly as it appears, but it'll definitely give you some baselines to springboard your own creations (specifically new classes, a new patron, a pretty kick ass adventure, etc).
Maxwell Luther wrote:
From the looks of it, the Purple Duck adventures are shorter 'fill in' adventures, what in ACKS terms might be called Dynamic Lairs. Is that fairly accurate, because I could definitely use some of those?
The Purple Duck adventures are just as you describe -- short adventures (1 or 2 sessions) that you can drop in anywhere. But, that's where the distinction gets a little blurry. These adventures could have very lasting consequences on your campaign -- my players still carry around one of the candles from Bone Hoard. Still hunted because of events in the Waystation. Stars in Darkness is one of the best DCC adventures purely for the new spin it'll put on your elves (and the Luck mechanic, as a whole).
The CE series (which I haven't had the opportunity to introduce to the home game) is chock full of things you can either run as is, or rip out individually and plop right into whatever you are running. Those are meant to be fill-ins for the "quest for it" vibe that permeates DCC. And they are VERY good.
Maxwell Luther wrote:
And what are some other items you folks consider must have for DCC? And why?
TLDR: Get all of it. You'll use it and never be sad again.
As far as supplement-type stuff:
Angels, Daemons and Beings Between is a book chock full of patrons (13), and similar to the Purple Duck and Crawl stuff, if you don't use them whole cloth, there is a lot of material there that will springboard your own creations (full disclosure, I'm a co-author on that book).
Critters, Creatures & Denizens (which I have not read) is a book chock full of monsters.
Other than that, adventures directly from Goodman are the gold standard, but the 3PP adventures are also very good. The game has drawn a strange vortex of creativity (I think it's because the game is rules light, but idea heavy) that seems to suck in my money every time something new comes out.
Short adventure alternative to Purple Duck:
Appendix N adventures -- really good and run in a session and a half and
In the Prison of the Squid Sorcerer (I'm the publisher and a contributor) has 12 short adventures/encounters to get something started (and maybe ended) in your home campaign.
For an adventure that's not your grandfather's fantasy (but your great grandfather's): Check out
Transylvanian Adventures Winter Home -- badass gothic horror adventure that's kicking off a campaign book in that genre. Think: Hammer Horror. Think: The delight you'll have at the player's stricken faces.
Longer adventures (still low level):
Purple Sorcerer (give Jon all your money),
Thick Skull Adventures (Stephen, too).
For higher level stuff (other than those published by Goodman), Dragon's Hoard has two:
Revelation of Mulmo (by Daniel Bishop) and
Tomb of Curses (by me).
*whew!* I think that's it.