I was thinking, would DCC modules work for other systems? Like suppose I was going to use some of the adventures for D&D 5th edition. All of the DCC modules are evocative and unforgettable. They could be memorable even without the DCC system. But would it work?
Or is it the lethality of the DCC that makes it good? Because if it was something like D&D 5th edition, obviously it would be much less lethal. You wouldn't have multiple PCs, but just one. And so on so forth.
But on the other hand, they're all so fantastical.
Using DCC modules for other games?
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- finarvyn
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Re: Using DCC modules for other games?
I use DCC RPG modules for all sorts of old-school game systems like OD&D and C&C, even 5E. The secret is that I tell my players that I make no attempt to "balance" the game.
In many modern games like 5E players get the notion that modules are designed so that they are "supposed" to be able to beat a particular monster. Not so in my campaign. If you are losing a battle and feel the need to run, that's okay. You can always heal up and go at it again.
In general I try to avoid encounters which will result in instant death, but I have no problem totally outmatching my players so that they can get bloody noses and flee the scene. Makes those victories taste that much better.
In many modern games like 5E players get the notion that modules are designed so that they are "supposed" to be able to beat a particular monster. Not so in my campaign. If you are losing a battle and feel the need to run, that's okay. You can always heal up and go at it again.
In general I try to avoid encounters which will result in instant death, but I have no problem totally outmatching my players so that they can get bloody noses and flee the scene. Makes those victories taste that much better.
Marv / Finarvyn
DCC Minister of Propaganda; Deputized 6/8/11 (over 11 years of SPAM bustin'!)
DCC RPG playtester 2011, DCC Lankhmar trivia contest winner 2015; OD&D player since 1975
"The worthy GM never purposely kills players' PCs, He presents opportunities for the rash and unthinking players to do that all on their own."
-- Gary Gygax
"Don't ask me what you need to hit. Just roll the die and I will let you know!"
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DCC Minister of Propaganda; Deputized 6/8/11 (over 11 years of SPAM bustin'!)
DCC RPG playtester 2011, DCC Lankhmar trivia contest winner 2015; OD&D player since 1975
"The worthy GM never purposely kills players' PCs, He presents opportunities for the rash and unthinking players to do that all on their own."
-- Gary Gygax
"Don't ask me what you need to hit. Just roll the die and I will let you know!"
-- Dave Arneson
"Misinterpreting the rules is a shared memory for many of us"
-- Joseph Goodman
- Raven_Crowking
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Re: Using DCC modules for other games?
There are too many good DCC adventures not to use them.
If you aren't using the system, you should definitely be using the adventures. Just, as finarvyn says, make sure that the players know they are not going to be "balanced".
Of course, DCC has a lot of "moving parts", so you will have to do some work to convert ideas like Deed Dice, add-on magical effects, corruption, etc. For example, The Imperishable Sorceress relies, in part, on the Critical system from DCC. Without horrific knock-on effects that you can never heal, taking the imperishable body is a much easier decision. Likewise, The Undulating Corruption is a lot less meaningful without corruption.
If you aren't using the system, you should definitely be using the adventures. Just, as finarvyn says, make sure that the players know they are not going to be "balanced".
Of course, DCC has a lot of "moving parts", so you will have to do some work to convert ideas like Deed Dice, add-on magical effects, corruption, etc. For example, The Imperishable Sorceress relies, in part, on the Critical system from DCC. Without horrific knock-on effects that you can never heal, taking the imperishable body is a much easier decision. Likewise, The Undulating Corruption is a lot less meaningful without corruption.
SoBH pbp:
Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.