Dungeon Crawls are Classic

DCC Adventures

If you’re anything like me, dear reader you buy a lot of RPG books that you are unlikely to ever pick up and play. Sometimes, that’s the intention or at least, you don’t have a plan to plan to use it, you know? I have some in both categories. Some books I backed in their crowdfunding phases because I want their creators to continue to create cool stuff, even though I know it will be impossible to fit the actual final product into my ongoing campaigns or their new game into my frankly ridiculous gaming schedule. Some I picked up in PDF format through Bundle of Holding or Humble Bundle because the deal was so good I would have been stupid not to buy them. Some I purchased with the knowledge that they might enrich an ongoing campaign but then just never fit in anywhere.

But DCC adventures are in a slightly different category. I have bought a truly obscene number of them, mostly as PDFs. I think this started after listening to a few of the reviews of DCC adventures by Fear of the a Black Dragon. Then I started to collect physical copies. My local independent game shop had copies of their Dying Earth setting box and the Umerica setting book, both of which I purchased. You know, a lot of the time, this was purely due to aesthetics. They are beautiful works of art, frankly. I love their style and their content, even if I hate their layout. But the real reason is because these have always been aspirational adventures for me to play. Genuinely, I feel at this point that, if I could, I would abandon D&D for DCC. Why? The adventures I have read are just effortlessly lacking in D&D’s corporatised humourlessness. They are not written in comedic fashion but in the last two sessions of DCC playing Sailors on the Starless Sea, I have had more genuine laughs and gasps of outrage and tears of sorrow and joy than I have had playing D&D since 2014. And that is not to demean the efforts of many of the wonderful creators of 5E products, it is simply to praise the work of the designers who created a game that I expected to bounce off due to crunchiness but which I, instead, embraced due to its flexibility. The philosophy of the adventure design also has a lot to do with this new attitude. To discuss that, let’s talk specifically about the module I just finished with my players tonight, Sailors on the Starless Sea.

Sailors on the Starless Sea: Endings and Beginnings

The surviving sailors sailed off to parts unknown at the end of our session tonight, each player with one remaining character. This is the ideal ending to a DCC 0 Level Funnel adventure. I am guessing that sometimes players end up with more than one 1st level character to begin their true career as a proper DCC adventurer, but it seems like the best possible outcome if you’re only looking after the one.

It was the getting there that was so much fun though. I wrote recently about character creation in Cosmic Dark being so much fun because the players play it, they role play the most developmentally significant moments of their PC’s lives up to that point in snippets and flashbacks with other players. The DCC funnel is surprisingly like that except its also involves a dungeon crawl, horrific death on a brutal scale and a boat load of shared trauma. Every one of the characters left at the end of the funnel knows precisely what the rest of the survivors are capable of and what they are not capable of. They know some terrible secrets about them and they know that they are keeping some terrible secrets about their own character too.

The survivors were not necessarily the ones you might have predicted at the start as 20 peasants ranged about before the Chaos Keep’s rusted portcullis, but they were the ones Luck favoured in the end. They survived traps, vine horrors, a shit-tonne of beastmen, a cursed well, a fire trap, a Chaos Leviathan, the return of a Chaos Lord to the plane of mortals and a literal tsunami… Someone powerful was smiling on them. And their players knew that by the end, that’s for sure. This made every death so much more terrible and every survival so much more precious. If it hadn’t been for that one critical hit that time, they might not have destroyed the Chaos Lord; if it hadn’t been for that fumble, maybe Gwydion would have made it past the chapel; if it hadn’t been for that successful Luck check, maybe Thomas would have been left with no surviving characters instead of the four he started the session with. There are so many of these death or glory moments woven into the text of this adventure that it is hard to overstate how much every roll and action seems loaded with meaning and significance, especially when the PCs generally have no more than 2 or 3 HP.

It’s easy to say that there were just so many PCs that their existence was cheapened. I even allowed them to restock a few peasants at one point. The adventure allows for this about half way through because they know exactly how lethal it is about to become on the second level of the dungeon. 23 PCs went into the dungeon in total. Six emerged alive, one succumbed to the effects of a potion once they had escaped, a poignant and fitting end point to the whole story. Every one of those deaths had an effect on the player who played the character.

They wondered from the start who might survive. Maybe they would be different. Maybe all their little darlings would make it through. Perhaps only the weakest would be culled. Repeatedly, tonight, the characters that the players expected to survive went down. It was still shocking to them, it was still sad to say goodbye to them, even though time was of the essence. It made for some of the most effective drama I have had the pleasure of being part of at a gaming table in years. And it was a DCC funnel adventure. An adventure designed as a way to whittle down your choices of character to play in a campaign in the most Darwinian fashion.

Harley Stroh wrote a great adventure filled with mystery and danger and conflict and true significance and then they play-tested the shit out of this thing. This is how I know: There was a moment at the very end when the last PC, who had stayed behind to loot some corpses, had to make a Luck check to secure his place on the Dragon Ship to escape the dungeon. This was the second last element of high drama in this game and it was all down to a single roll, DC 17 to leap to safety from the shore to the boat. Thomas thought he’d whiffed it. Thought he rolled a 9. But it was just one of those dice, white text on light background… turned out it was a 19. His character grabbed the gunwale of the longship and Hilda dragged him aboard just time for them to be ejected from the cavern by a tidal wave. The highs and lows! The regret and the relief!

Sailors was genuinely one of the highlights of my recent gaming experiences and the feedback I’ve had from the players so far has also been glowingly positive. If you haven’t played it, dear reader, do yourself a favour, go and find yourself 15 to 20 drunk peasants and get them to invade the ruined keep of the Chaos Lords, you won’t regret it.


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Author: Ronan McNamee

I run thedicepool.com, a blog about ttrpgs and my experience with them.

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