Old School Renaissance – Dungeon Crawl Classics – DCC RPG

Publisher: Goodman Games

Introduction

Are you a fan of the classic fantasy adventures of the 1970s and 1980s? Do you enjoy exploring mysterious dungeons, fighting fearsome monsters, and discovering ancient treasures? Do you want to experience a role-playing game that pays homage to the original creators of Dungeons & Dragons and their literary influences? If you answered yes to any of these questions, then you might want to check out Dungeon Crawl Classics – DCC RPG, a game that captures the spirit and style of the old-school fantasy classics.

Dungeon Crawl Classics – DCC RPG is a role-playing game published by Goodman Games in 2012. It is based on the Open Game License and the System Reference Document version 3.5, but with some modifications and innovations that make it unique and exciting. The game draws inspiration from the works of authors such as Robert E. Howard, Fritz Leiber, Jack Vance, Michael Moorcock, and H.P. Lovecraft, who influenced the original creators of Dungeons & Dragons. These authors are listed in Appendix N of the first edition Dungeon Master’s Guide, and their stories provide the tone and flavor of the game world.

In this review, I will give you an overview of the game mechanics, content, and quality of Dungeon Crawl Classics – DCC RPG. I will also share my personal opinion and rating of the game, as well as some recommendations for potential players and fans of old-school fantasy. Let’s get started!

Gameplay

One of the first things that you will notice about Dungeon Crawl Classics – DCC RPG is that it uses a set of unusual dice, such as d3, d5, d7, d14, d16, d24, and d30, in addition to the standard polyhedral dice. These dice are used to create more varied and unpredictable outcomes, as well as to represent different aspects of the game mechanics, such as spell effects, critical hits, fumbles, and luck. For example, a wizard casting a spell might roll a d24 to determine the spell level, a d30 to determine the spell result, and a d16 to determine the spell duration. A warrior performing a mighty deed of arms might roll a d3 to add to his attack roll and damage roll, as well as to describe his heroic action.

Another distinctive feature of Dungeon Crawl Classics – DCC RPG is the funnel system. The game starts with each player creating several low-level characters, such as peasants, farmers, or thieves. These characters are then thrown into a deadly dungeon crawl, where most of them will perish. The survivors become the heroes of the campaign, having earned their skills and abilities through blood and sweat. This system creates a sense of attachment and investment in the characters, as well as a sense of accomplishment and progression.

The game has six classes: warrior, thief, cleric, wizard, dwarf, and elf. Each class has its own unique features and mechanics that reflect its role and flavor. For example, warriors can perform mighty deeds of arms, which are special combat maneuvers that can affect their enemies or allies in various ways. Thieves can backstab and pick pockets, as well as use skills such as sneak silently or climb walls. Clerics can turn unholy creatures and invoke divine aid from their patron deity. Wizards can cast powerful but risky spells from a grimoire that they must study every day. Dwarves can smell gold and detect traps with their keen senses. Elves can combine magic and swordplay with their elven bloodline.

The game emphasizes creativity, exploration, and adventure over rules and balance. It encourages players to use their wits and imagination to overcome challenges and dangers. It also rewards players for taking risks and making bold choices. The game is not meant to be fair or easy; it is meant to be fun and memorable.

Content

Dungeon Crawl Classics – DCC RPG has a lot of content available for players and judges (the term used for game masters in this game). Goodman Games has published several adventures and supplements for the game on DriveThruRPG.com, ranging from introductory modules to epic campaigns. Some of these include:

  • Sailors on the Starless Sea: A level 0 adventure that pits the characters against an ancient evil that lurks beneath a ruined keep.
  • The Chained Coffin: A level 5 adventure that takes the characters to the Shudder Mountains, a land inspired by Appalachian folklore.
  • The Emerald Enchanter: A level 2 adventure that challenges the characters to infiltrate the tower of a mad wizard who seeks immortality.
  • Lankhmar: City of Thieves: A setting book that brings to life the world of Fritz Leiber’s Fafhrd and the Gray Mouser stories.
  • DCC Lankhmar: Patrons of Lankhmar: A supplement that introduces new patrons for the characters, such as the gods of Lankhmar, the Lords of Quarmall, and the King of Elfland.

The quality and variety of the content are impressive and appealing. The adventures are well-written, creative, and full of surprises. The supplements are rich in detail, flavor, and inspiration. The illustrations are colorful, vivid, and evocative. The layout and design are clear, attractive, and easy to read.

Conclusion

Dungeon Crawl Classics – DCC RPG is a role-playing game that pays homage to the classic fantasy adventures of the 1970s and 1980s. It has unique and exciting game mechanics, such as Zocchi dice, funnel system, and class-specific mechanics. It has a lot of content available for players and judges, such as adventures and supplements that are inspired by Appendix N authors. It has an old-school feel that emphasizes creativity, exploration, and adventure over rules and balance.

I think that Dungeon Crawl Classics – DCC RPG is a great game for anyone who loves old-school fantasy or wants to try something different from the mainstream role-playing games.

Dungeon Crawl Classics RPG on DrivethruRpg

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