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Dungeon Crawl Classics RPG?

Started by Benoist, March 22, 2010, 09:17:08 PM

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Benoist

Quote from: StormBringer;369260Are you going to steal it for Normandie?  ;)
After I'm done with the map I started this week-end, who knows? ;)

StormBringer

Quote from: Benoist;369322After I'm done with the map I started this week-end, who knows? ;)
:worship:
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Shazbot79

Quote from: Narf the Mouse;369155...But...But...You have to spend valuable time learning the difference between Fireball and Meteor Shower! (Which doesn't even involve meteors. I call false advertising)

I think that consolidating a lot of the more redundant spells into scalable packages would work pretty well.

It would be nice if, instead of having to remember the difference between Hold Person, Hold Monster, Mass Hold Person, etc. there was simply a "Hold" spell that steadily got more powerful and effected more targets as the caster grew in level.

That would free up a lot of page space for the fun things to read, like game fluff and fictionalized play transcript examples.
Your superior intellect is no match for our primitive weapons!

LordVreeg

Quote from: Shazbot79;369480I think that consolidating a lot of the more redundant spells into scalable packages would work pretty well.

It would be nice if, instead of having to remember the difference between Hold Person, Hold Monster, Mass Hold Person, etc. there was simply a "Hold" spell that steadily got more powerful and effected more targets as the caster grew in level.

That would free up a lot of page space for the fun things to read, like game fluff and fictionalized play transcript examples.

It's such an interesting thing about spells.  Lots of people want clean, unified, transportable mechanics...yet players clamor for more and more individual spells and spell versions.
Currently running 1 live groups and two online group in my 30+ year old campaign setting.  
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jrients

If the alternative is more fluff for a game like this, then I'll gladly keep Hold Monster and Hold Person as separate spells.
Jeff Rients
My gameblog

LordVreeg

Quote from: jrients;369583If the alternative is more fluff for a game like this, then I'll gladly keep Hold Monster and Hold Person as separate spells.

That's the viewpoint I get from my players.  
I release about 3-9 spells per month for Guildschool.  We're up to about 560.  And the demand (as well as releazing the fluff) is only increasing.

Now, on the game design front, a lot of CBG folk like streamlined, unified systems you can 'round-hole/kitbash' into different settings.  I just tend towards the 'making my crunch match my fluff', as opposed to the alternate.
Currently running 1 live groups and two online group in my 30+ year old campaign setting.  
http://celtricia.pbworks.com/
Setting of the Year, 08 Campaign Builders Guild awards.
\'Orbis non sufficit\'

My current Collegium Arcana online game, a test for any ruleset.

Shazbot79

Quote from: jrients;369583If the alternative is more fluff for a game like this, then I'll gladly keep Hold Monster and Hold Person as separate spells.

Okay...let me put it this way then...

Lower page count, lower printing costs, possibly lower retail price.
Your superior intellect is no match for our primitive weapons!

Nicephorus

Quote from: jrients;369583If the alternative is more fluff for a game like this, then I'll gladly keep Hold Monster and Hold Person as separate spells.

There might be something about lots of special cases instead of general rule that people like to tinker and play with.  With D&D, each spell is largely it's own special case.  Ars magica is more of a rigorous rule.  The special cases are more to remember overall but you only have to remember the small portion that you use.  Plus you can try to put together your own combos and techniques to put them to best advantage as each spell is a compartmentalized rule that can be manipulated on its own.
 
CCGs and collectible minis follow this trend.  They tend to have simple rules < 10 pages long but hundreds of cards each with it's special little rule.

RPGPundit

Quote from: CRKrueger;369175I loves me some retro-clones, but to be honest I prefer the newer games that are trying to keep what made the old school awesome, yet admit that "yeah we have had 20 some years of design since then, there's gotta be SOMETHING good to come out of all that".  Games like Hackmaster Basic and Dragon Age for example (and I assume FtA from the reviews, but haven't read it yet)..

You would assume right. Your sentence above more or less describes the gist of FtA!

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finarvyn

I look at it this way ... I've been gaming for significantly more years of my life than I've been pre-gaming, and along the way I've read and/or played countless numbers of RPG systems. I find that each one tends to have something it can offer somehow, and as such I enjoy finding new games and absorbing them.

Will I drop OD&D, S&W WB or C&C and move totally over to the DCC RPG? Probably not. However, I think there will be some interesing elements from the game that might find their way into my hodge-podge house rules games. For example, the tables for spell success looked pretty sweet to me (at least the one "sleep" example on the web seems rather cool) and so I can't see that it'll be a waste of my time.

Also, TLG seems to have trouble getting product into some of the smaller game stores but Goodman Games seems to be found more universally (at least near me it is) and having GG create a game should cause more folks to get exposure.

I'm excited about this.
Marv / Finarvyn
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