DM Cojo wrote:So, I ran some of my group through "Sailors on a Starless Sea", and I plan on playing in a funnel using "Portal Under the Stars" (so I don't want to read it myself)...but I need to run another funnel for a mix of my group that played Sailors, and some that did not. But I don't know of other level 0 adventures out there.
So I am considering making my own character funnel. I was hoping some more experienced judges of DCC RPG could offer some pointers on what critical elements are needed in a funnel.
Thanks!
I'm not that experienced, but I ran a home-made funnel for my group. Here are a few thoughts on designing a funnel:
- Tricks and traps are pretty fun for level zeros. For example, I had a magical druidic portal in my homebrew that had 16 different possible destinations depending on the direction you crossed it. A couple of destinations were ultimately lethal to the PC who tried it.
- Avoid designing large fights. One or a few creatures will provide ample challenge. If one PC dies in a battle, it's plenty already.
- In the same vein, you can use weak monsters. The PCs are weaker

I had a hay golem confined to the small hut of a witch. He ended up being able to attack a single time, critted and broke the PC's arm, before they retreated outside and destroyed it from afar. I had one 5 hit-point fish-man attack them by surprise in swamps, he captured one PC by the throat to strangle him, but they killed it before he could kill the PC. The question is not whether they'll win: of course, at 15 vs 1, they'll win. The question is: was one PC in danger of dying? If yes, the threat level is high enough to be exciting. To me that kept the fights interesting.
- Throw in some casual items here and there and a couple of superior or even magical items if they make sense in your adventure. These will take on a very high signficance and value.
Maybe not much up here that you hadn't thought about, but those are my funnel related thoughts I guess
Have fun!