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Classic Crawlers Guide

Posted: Thu Nov 10, 2011 9:11 am
by Devil Swine
I think we need another book to buy. A DCC RPG version of the Dungeon Masters Guide.

Not a book to set limits and give rules but a book to help new(and old) Judges to embrace the DCC concepts and to help point the way (broadly).

I imagine a book filled with atmosphere and advice on how to run a DCC game in the spirit it was intended. Charts on How to design a patron(in 34 Easy steps!). Charts on what sign someone could be born under! Charts on what some wizards claim is really out there beyond the world!(three different views!).


And last but not least Loads and Loads of DCC artwork!

How to run a game and not upset the wife even after the hounds of Xytholuhave eaten her favorite character!

How to scare your friends sitting nice and safe in your living room so that there characters will be frightened! All without going to Jail!

Why its not a good idea to give your best friend that Sword of Many Swallows and make him happy!

Re: Classic Crawlers Guide

Posted: Thu Nov 10, 2011 11:05 am
by Ravenheart87
I'm sure DCC RPG will have some DM advice too. You might also check out Dungeon Alphabet. ;)

Re: Classic Crawlers Guide

Posted: Thu Nov 10, 2011 11:54 am
by MrHemlocks
Ravenheart87 wrote:I'm sure DCC RPG will have some DM advice too. You might also check out Dungeon Alphabet. ;)

I recently ordered 3 copies of the DUNGEON ALPHABET and they arrived the other day. I love it! I am keeping one and the other two are for my sons... :P

Re: Classic Crawlers Guide

Posted: Thu Nov 10, 2011 8:32 pm
by goodmangames
Interesting idea. I'm actually facing a bit of a dilemma right now. Dungeon Alphabet is very close to selling out its most recent print run. I definitely want to do another print run but I'm wondering if I should shake it up a little. Should I do a new cover? Maybe do a softcover version? And to your point...maybe just expand the whole concept and add some DCC RPG material??

Re: Classic Crawlers Guide

Posted: Thu Nov 10, 2011 8:43 pm
by Ravenheart87
goodmangames wrote:Interesting idea. I'm actually facing a bit of a dilemma right now. Dungeon Alphabet is very close to selling out its most recent print run. I definitely want to do another print run but I'm wondering if I should shake it up a little. Should I do a new cover? Maybe do a softcover version? And to your point...maybe just expand the whole concept and add some DCC RPG material??
If you can keep the 10$ price point via going softcover, I'm going to buy it again. Otherwise, I think you should reprint DA and write another book about running sword & sorcery adventures in the same format. Heck, a sword & sorcery alphabet would be cool too. B for Barbarian, W for Wizard, and so on. :)

Re: Classic Crawlers Guide

Posted: Fri Nov 11, 2011 1:47 pm
by michaelcurtis
Ravenheart87 wrote:
goodmangames wrote:Interesting idea. I'm actually facing a bit of a dilemma right now. Dungeon Alphabet is very close to selling out its most recent print run. I definitely want to do another print run but I'm wondering if I should shake it up a little. Should I do a new cover? Maybe do a softcover version? And to your point...maybe just expand the whole concept and add some DCC RPG material??
If you can keep the 10$ price point via going softcover, I'm going to buy it again. Otherwise, I think you should reprint DA and write another book about running sword & sorcery adventures in the same format. Heck, a sword & sorcery alphabet would be cool too. B for Barbarian, W for Wizard, and so on. :)
A most intriguing idea.

Re: Classic Crawlers Guide

Posted: Fri Nov 11, 2011 3:19 pm
by Ravenheart87
michaelcurtis wrote:
Ravenheart87 wrote:
goodmangames wrote:Interesting idea. I'm actually facing a bit of a dilemma right now. Dungeon Alphabet is very close to selling out its most recent print run. I definitely want to do another print run but I'm wondering if I should shake it up a little. Should I do a new cover? Maybe do a softcover version? And to your point...maybe just expand the whole concept and add some DCC RPG material??
If you can keep the 10$ price point via going softcover, I'm going to buy it again. Otherwise, I think you should reprint DA and write another book about running sword & sorcery adventures in the same format. Heck, a sword & sorcery alphabet would be cool too. B for Barbarian, W for Wizard, and so on. :)
A most intriguing idea.
Well then, let's collect some letters and ideas! I'm really tired right now, but I'll begin with some ideas that come to my mind:

A for Antediluvian age
B for Barbarians
C for Cults
D for Dying planet
E for Evil wizards
F for Forbidden knowledge
G for Giant animals
H for Hideous monsters
I for It is alive!
L for Lost continents
M for Madness
N for Non-eucledian geometry
O for Other worlds
Q for Quest
R for Ruins
S for Sorcery
T for Things that should not be
U for Unpronouncable names
V for Vorpal blades
W for Wastelands
X for Xenos
Y for Young fools
Z for Zikkurats

Re: Classic Crawlers Guide

Posted: Mon Nov 14, 2011 5:09 pm
by finarvyn
goodmangames wrote:Interesting idea. I'm actually facing a bit of a dilemma right now. Dungeon Alphabet is very close to selling out its most recent print run. I definitely want to do another print run but I'm wondering if I should shake it up a little. Should I do a new cover? Maybe do a softcover version? And to your point...maybe just expand the whole concept and add some DCC RPG material??
I'd say that a softcover version would be nice. Something not too expensive. A new cover would be cool, but the current one is pretty nice already. I hate to change just to have change.

Actually, the pages are a little dark. Anything you could do to lighten them up for an upcoming print run?

Re: Classic Crawlers Guide

Posted: Tue Nov 15, 2011 12:48 pm
by reverenddak
I love the Dungeon Alphabet! A Sword & Sorcery Alphabet?! I'd be all-over it.

But I have to mention The Random Esoteric Creature Generator. It works perfectly with DCC. The RECG has been my go-to guide for converting old-school mods to DCC. I've been using it to help re-skin the more "generic" monsters. But the best thing about RECG are its tips on presenting monsters.