Reviews

Dungeon Crawl Classics RPG by Joseph Goodman

btony's review

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3.0

Dripping with classic fantasy flavor, a lot of the art is also excellent
The magic system fucks
Only critique is that formatting could be better and some tables made easier to use at the table, but I understand why the table entries are as long as they are.

Update: After actually playing DCC, the formatting could be MUCH better and more usable. It is a serious problem

srdaine's review

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4.0

Mazmorreo de la vieja escuela bastante curioso: quiere un sistema sencillo y dinámico, alejado de cálculos extensos y tardes enteras para diseñar un personaje, o de intentar cubrir cualquier situación con una regla específica, pero luego te añade tablas de todo tipo para usar durante la partida y plantea un sistema de dados extra que se añaden a los de toda la vida. Lo importante, de todas maneras, es lo mucho que insiste en que las reglas son tuyas y que las uses cómo y cuándo desees, tanto a la hora de diseñar tu escenario como los propios monstruos. Esto, la apuesta por llegar a la variedad de personajes no por la planificación medida y meditada de todo sino por la aleatoriedad, y la ingente cantidad de material alternativo para diseñar tu partida perfecta que tiene en internet, es lo que me lo ha vendido. No creo que vaya a jugarlo en la vida pero ya estoy escribiendo aventuras.

jvan's review

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3.0

The art is amazing. The rules are hit and miss, some incredibly cool stuff and some...less so. The GM advice and material is not great.
On the whole, I like it but don't love it.

grilledcheesesamurai's review

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5.0


So, I GM a Homebrew world for my players and I. We use the D&D 5th edition ruleset as the backbone for the mechanics of our game. However, I have some Pathfinder material in there, some Cypher system in there, some Dungeon World in there, and yes, a whole lot of Dungeon Crawl Classics in there ( and a whole shwack of other stuffs).

That's the beauty of tabletop RPG games. You can pretty much do whatever the hell you want. The key is to stay consistent. If I say that 'this is how we do something,' I have to make sure that the next time we do that thing again, the rules stay the same. If you have all that chalked out properly then you can snag material from whatever sources you want and make them your own.

The world that I have created that myself and my players adventure in is called, Aventyra. And even though, when asked, I say that it is a D&D 5th edition game, really, it is a melting pot of all kinds of mechanics I have picked up from all over the place over the years.

Dungeon Crawl Classics is a huge inspiration for me. This book is friggin gorgeous and, without any kind of exaggeration, I can honestly say that every single time I open this book I find something awesome and new. Whether it be something that inspires me, or a new ruleset that I think is cool, or just a particular piece of art that gets my juices flowing, there is always something in this damned book that blows my mind.

It's a juggernaut of a book too. 470 pages packed between its hardcovers. Hell, just looking at the book sitting on my bookshelf makes me feel all gooey and excited.

And the magic system...holy balls is it ever cool. It is easily the coolest magic system I have ever come across in my years of RPGing. I have slowly been incorporating the way magic works in this book into our own world and the 5th edition ruleset that my players and I use. It really adds a sense of danger and impact to the game that I haven't really ever seen in any other ruleset before. Magic has consequences and the risk/rewards of using Dungeon Crawl classics in my fifth edition games has really made it exciting for all of us involved.

Bottom line? If you are a tabletop gamer and you see this book sitting on a shelf somewhere...you buy that motherfucker! Buy it with complete confidence that even if you don't play DCC games - you are gonna find stuff inside that will blow your mind and make yourself a better player or GM.

That's a promise!
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