I’ve been playing the DCC RPG beta-test since June 2011, and
decided to codify my thoughts on the system for you. As an old-school D&D player, I was not
exactly prepared to like this system. I
really liked first edition (I started playing in junior high in the 80’s), and
have refused to go all the way to 4th; I’m not a fan of rules
lawyers and complication. I believe the
system should support the story, and the rule are there to prevent fights and
favoritism by the judge.
In the beginning, I did not like playing multiple
characters. I found the Cuisinart of the
zero level character slaughter left me a bit cold. I did not like the randomness of the character
generation, as it takes the player away from having a personal interest in the
characters. This was frustrating for me,
as part of why I play is to have a vested interest in the character. That having been said, the game has been fun. We have almost finished Idylls of the Rat
King (not my first time through this one, but it is always a good time). I’m sure the DM has not played it strictly as
written, he rarely does. The character
I was stuck with after the zero level slaughter has proven to be interesting,
but not a fleshed out as I am accustomed (I do tend to Munchkin out a bit). It is a nice diversion, but not
engrossing. Not being personally
invested in the character has allowed me a bit of freedom to be bold with play;
to do things I might not otherwise do, to act with a sense of abandon, without
concern for the safety of the character.
Quite a difference from my real life, and a welcome respite.
They system itself is straight forward, if one is playing a
fighter. The magic system has been a bit
cumbersome, just watching others play it.
Play goes much faster than WotC play, in that there aren’t as many
bonuses to add up. As a fan of THACO (go
ahead, boo and hiss), this has been much faster than what the WotC rule
became. I no longer have to endure the
verbal diatribe of a character’s abilities to find out if the roll was
successful. You know what I mean: roll a
12, plus strength, plus this ability, plus that skill, plus that the age your
granny was when she first met your granddad, plus the date of your first ice
cream cone, plus … all to realize that the monster you are attacking has
immunity to your weapon, and the whole process was a phenomenal waste of
time. Now it’s just a die or two, add a
quick modifier, and you are there.
A word on the new dice:
With my past in mathematics, I understand and embrace the new dice. They do add to the random factor, and provide
an enhanced level of nuance to dice rolls and character abilities. The quality of the dice produced leaves
something to be desired. The
manufacturer has left too much sprue on, causing the dice to be unbalanced and
requiring modification to correct which could also lead to reduced
randomization (did I mention I used to work in injection molding and quality
control?).
I like this system, and am a new convert. I am hoping that the rules allow for more
epic play, not just the quick and dirty afternoon that they seem to
provide. I am sure that this system
could be used to provide this kind of storytelling, as well as quick modules. I am looking forward to using this system
to introduce my grandchildren to the joy of RPG.
Happy Gaming, Mikki