Re: DCC RPG- having problems getting it to work for me/us.
Posted: Thu May 24, 2012 6:25 am
Suggesting that something might not scratch your particular itch shouldn't be taken as an insult; no ruleset is for all people.
That said, there is some very good advice here, I think. The limitations of that advice are, of course, our ability to parse out exactly why you are having difficulties.
Some additional advice: Take the sections of the rules you find difficult, then run through them not once, but several times, just to test them out. For example, make up three casters and then run a spell duel with them. If you can get a couple of friends to help out, that's all for the best.
Take those casters, and have them just cast some spells. Roll on the tables; adjudicate the results. Decide what happens.
The idea is to get used to the various parts of the system that you find difficult (or difficult to explain) in a low-stress environment, before trying them out in the higher-stress environment of actual gaming.
Another note re: complexity.
Modern games limit choice by optimizing designer-selected decision paths. If you do X, the system rewards you; if you do Y, you should have done X. The more you "balance" such a system, the more the designer-selected decision paths leap to the fore. This makes play easier, because you can lean on said decision paths, but it can also make play anaemic because players tend to follow those same paths regardless of the fictional situation. This is also a necessity for fine-tuning this sort of "balance", because a plethora of real decisions, and real options, can easily tip the scales in an encounter.
Comments about how these games are "point and click" target the complexity of actual decision-making, as opposed to the complexity of mechanical resolution. There seems to be an exponential rise is mechanical complexity as decision-making complexity is reduced, at least in games like WotC-D&D, as the designers attempt to replace the natural excitement of making real decisions and seeing whether or not they work with excitement over mechanics such as conditions, marks, and key words.
DCC RPG, IMHO, has far more real decision-making complexity than any iteration of WotC-D&D. Excitement over mechanics relies heavily random chance arising from the fiction (as in Mighty Deeds and spellcasting), and the players' attempts to ameliorate that randomness, both mechanically (through Luck and spellburn, for example, or pushing less-desirable characters forward in the 0-lvl funnel) and through smart play (finding ways in the fictional milieu to be at an advantage, to succeed without die rolls, etc. -- the part of the game largely excised by repeated versions of WotC-D&D, and notably also the part they hope to put back in with D&D Next).
So, there you have the "more complex" and "less complex" commentary explained. DCC is more complex in terms of its decision-making requirements for players, and more complex in terms of the flexibility and imagination of the Judge, than is, say, 4e. It is less complex in terms of resolving skills and character abilities in general, although complexity can arise through chance -- but that complexity is not simply "complexity for the sake of complexity", but complexity arising from actual game-changing events, both for good and ill.
Grok that and, I believe, you'll have a lot more fun with this game.
That said, there is some very good advice here, I think. The limitations of that advice are, of course, our ability to parse out exactly why you are having difficulties.
Some additional advice: Take the sections of the rules you find difficult, then run through them not once, but several times, just to test them out. For example, make up three casters and then run a spell duel with them. If you can get a couple of friends to help out, that's all for the best.
Take those casters, and have them just cast some spells. Roll on the tables; adjudicate the results. Decide what happens.
The idea is to get used to the various parts of the system that you find difficult (or difficult to explain) in a low-stress environment, before trying them out in the higher-stress environment of actual gaming.
Another note re: complexity.
Modern games limit choice by optimizing designer-selected decision paths. If you do X, the system rewards you; if you do Y, you should have done X. The more you "balance" such a system, the more the designer-selected decision paths leap to the fore. This makes play easier, because you can lean on said decision paths, but it can also make play anaemic because players tend to follow those same paths regardless of the fictional situation. This is also a necessity for fine-tuning this sort of "balance", because a plethora of real decisions, and real options, can easily tip the scales in an encounter.
Comments about how these games are "point and click" target the complexity of actual decision-making, as opposed to the complexity of mechanical resolution. There seems to be an exponential rise is mechanical complexity as decision-making complexity is reduced, at least in games like WotC-D&D, as the designers attempt to replace the natural excitement of making real decisions and seeing whether or not they work with excitement over mechanics such as conditions, marks, and key words.
DCC RPG, IMHO, has far more real decision-making complexity than any iteration of WotC-D&D. Excitement over mechanics relies heavily random chance arising from the fiction (as in Mighty Deeds and spellcasting), and the players' attempts to ameliorate that randomness, both mechanically (through Luck and spellburn, for example, or pushing less-desirable characters forward in the 0-lvl funnel) and through smart play (finding ways in the fictional milieu to be at an advantage, to succeed without die rolls, etc. -- the part of the game largely excised by repeated versions of WotC-D&D, and notably also the part they hope to put back in with D&D Next).
So, there you have the "more complex" and "less complex" commentary explained. DCC is more complex in terms of its decision-making requirements for players, and more complex in terms of the flexibility and imagination of the Judge, than is, say, 4e. It is less complex in terms of resolving skills and character abilities in general, although complexity can arise through chance -- but that complexity is not simply "complexity for the sake of complexity", but complexity arising from actual game-changing events, both for good and ill.
Grok that and, I believe, you'll have a lot more fun with this game.