Publisher: Goodman Games
Review: DCC Empire of the East
If you are looking for a new and exciting setting for your role-playing games, you might want to check out DCC Empire of the East, a supplement based on the classic novels by Fred Saberhagen. In this review, I will tell you what this supplement is about, what it offers, and why I think it is worth your attention.
What is DCC Empire of the East?
DCC Empire of the East is a game supplement that adapts the post-apocalyptic fantasy world of Saberhagen’s Empire of the East novels to the Dungeon Crawl Classics system. The novels, written between 1968 and 1979, tell the story of a future Earth where a nuclear war has unleashed ancient magic and awakened powerful demons. The survivors of humanity must fight against the tyranny of the Lord of Darkness, who rules over a vast empire with his army of monsters and machines.
The supplement is compatible with the DCC rules, but it also provides enough information and guidance to be used with other old-school or modern RPGs. It covers the history, geography, factions, cultures, and religions of the setting, as well as new rules for magic, technology, demons, and monsters. It also includes stats for the main characters from the novels, such as Rolf, Ardneh, John Ominor, and others. Additionally, it features two introductory adventures to start your campaign: The Broken Land and The Black Mountains.
What does DCC Empire of the East offer?
DCC Empire of the East offers a rich and detailed setting that will appeal to fans of Saberhagen’s novels, as well as to anyone who enjoys post-apocalyptic fantasy with a twist. The supplement captures the spirit and flavor of Saberhagen’s world, while also adding its own touches and interpretations. The writing is clear and engaging, and the layout and artwork are excellent. The supplement is full of adventure hooks, secrets, and mysteries that will keep players and judges interested and challenged.
One of the highlights of the supplement is the new magic system, which is based on the concept of Change Winds. These are powerful currents of magical energy that flow across the world, altering reality in unpredictable ways. The supplement introduces four types of magic users: Wizards, who can manipulate the Change Winds; Sorcerers, who can summon and bind demons; Technomancers, who can use ancient technology; and Changelings, who can transform themselves or others. Each type of magic has its own advantages and drawbacks, as well as unique spells and effects.
Another highlight is the new technology system, which allows players to use or create devices from the pre-war era. These include weapons, vehicles, robots, computers, and more. However, technology is not always reliable or safe in this world, as it can malfunction or attract unwanted attention from demons or other enemies. The supplement provides rules for using, repairing, modifying, and inventing technology, as well as tables for generating random devices.
The supplement also offers a variety of new demons and monsters to populate your adventures. Some are taken directly from Saberhagen’s novels, such as the Jinni (a giant fire-breathing demon), the Roc (a colossal bird), or the Elephant (a mechanical beast). Others are inspired by or adapted from other sources, such as mythology or folklore. The supplement gives each creature a description, stats, abilities, and behavior.