DCC RPG Playtest at DunDraCon 2011
Posted: Mon Feb 21, 2011 12:47 pm
I played in Joe's DCC RPG playtest on Sunday. It was a blast! Joe is a great ref, and was a pleasure to talk to! Someone took pictures and mentioned to Joe that they may get posted on facebook I think, but I haven't seen them show up yet on the Goodman Games facebook page or the DCC RPG facebook page.
Joe ran People of the Pit, and I think we had slightly higher-level characters than the module will call for (we had 3rd, and I think Joe said the module is tailored for 2nd), but we still had one PC death in the first combat, and almost had a three-fer PC death shortly after that. We wrapped things up after a big battle, but before we would have been done with the whole module. (Some of the players had to leave for other events.)
Part of our success was, I think, due to a bunch of natural 20s while casting, plus copious use of spellburn. I have a feeling that, had we gotten further into the module, we would have been in big trouble. Most of the casters had already lost the ability to cast some of their spells, and had spellburnt away the "easy" stat points. Some of the PCs had already lost luck. I bet our earlier bad choices would have come back to bite us in the end, as it should be
I probably won't run the DCC RPG as a home campaign, but that's not meant to be a slight on the game itself. I'm an AD&D and OD&D player, and I personally prefer to run lighter-weight systems ... at least for long-term games. For me, the DCC RPG was a bit too character sheet-intensive.
That said, I *do* think it's a great game, I can definitely see how it will appeal to many folks, I plan to buy it, and I *certainly* would play it at a convention again. No question. Especially if Joe is running the game. I can envision myself running it at a convention too, or as a one-shot in my home campaign.
People of the Pit was similarly impressive. Great atmosphere, opportunities to use both swords *and* wits, and little embellishments that *really* fit the genre. That last point is key: It's hard to get the balance right on flavor details. Too many details, and they get lost amongst one another; too few details, and the flavor is lost. As far as what we played through, People of the Pit looks just right.
My only knock is that it felt a bit linear. This doesn't mean it *was* linear; we didn't see the whole module, and our party perhaps gave up too early on trying to force open some doors that could have led to other, later-reconnecting and tactically exploitable, exploration paths.
And of course, since this was a convention game, you typically don't want to give the players *too* much freedom of movement, otherwise it's hard to reach a satisfying point in an N-hour time slot, so in some ways the linear-ness was beneficial to the format.
Despite the linear-ness of what I saw, I plan to buy People of the Pit. I'm pretty certain I'll be able to use most/all of it for AD&D or OD&D. (I'm very comfortable doing on-the-fly conversions of rpg material.) The backstory was compelling, the atmosphere was great, and the set-pieces were clever!
I'm looking forward to the release
Joe ran People of the Pit, and I think we had slightly higher-level characters than the module will call for (we had 3rd, and I think Joe said the module is tailored for 2nd), but we still had one PC death in the first combat, and almost had a three-fer PC death shortly after that. We wrapped things up after a big battle, but before we would have been done with the whole module. (Some of the players had to leave for other events.)
Part of our success was, I think, due to a bunch of natural 20s while casting, plus copious use of spellburn. I have a feeling that, had we gotten further into the module, we would have been in big trouble. Most of the casters had already lost the ability to cast some of their spells, and had spellburnt away the "easy" stat points. Some of the PCs had already lost luck. I bet our earlier bad choices would have come back to bite us in the end, as it should be
I probably won't run the DCC RPG as a home campaign, but that's not meant to be a slight on the game itself. I'm an AD&D and OD&D player, and I personally prefer to run lighter-weight systems ... at least for long-term games. For me, the DCC RPG was a bit too character sheet-intensive.
That said, I *do* think it's a great game, I can definitely see how it will appeal to many folks, I plan to buy it, and I *certainly* would play it at a convention again. No question. Especially if Joe is running the game. I can envision myself running it at a convention too, or as a one-shot in my home campaign.
People of the Pit was similarly impressive. Great atmosphere, opportunities to use both swords *and* wits, and little embellishments that *really* fit the genre. That last point is key: It's hard to get the balance right on flavor details. Too many details, and they get lost amongst one another; too few details, and the flavor is lost. As far as what we played through, People of the Pit looks just right.
My only knock is that it felt a bit linear. This doesn't mean it *was* linear; we didn't see the whole module, and our party perhaps gave up too early on trying to force open some doors that could have led to other, later-reconnecting and tactically exploitable, exploration paths.
And of course, since this was a convention game, you typically don't want to give the players *too* much freedom of movement, otherwise it's hard to reach a satisfying point in an N-hour time slot, so in some ways the linear-ness was beneficial to the format.
Despite the linear-ness of what I saw, I plan to buy People of the Pit. I'm pretty certain I'll be able to use most/all of it for AD&D or OD&D. (I'm very comfortable doing on-the-fly conversions of rpg material.) The backstory was compelling, the atmosphere was great, and the set-pieces were clever!
I'm looking forward to the release