You'd have a lot of 'on the fly' conversion work to do, especially between now and November, but if you're up for that, I'd say give it a go!
I'm only familiar with the first few levels of CW at all, so the thing that pops into my head is: "Why would Level-Zero characters try to thwart the slavers...?" "To rescue family" seems to be an obvious answer, but I wonder if there are others...
Also, if you have Sinister Secret of Whiterock, that might make a good Level-Zero start to the campaign...
lol, I don't mind the conversion work if the system is worth it and I'll gush a bit here and admit that DCCRPG has me more excited over a system of D&D rules than I've been in a long time
I have some additional homebrew material already prepped that will work very well for the 0 level funnel (can't divulge details in case some of my sneaky players are lurking about
![Wink :wink:](./images/smilies/icon_wink.gif)
) and I may use SSoW as well.
The only thing you'd have to contend with would be levels above 10
Judging from some of the posts around here, level 10 DCC characters are pretty hard core, so I'm not too concerned. Also if memory serves, characters power in OD&D only got very slightly better each level after 10 anyway, so if my party is both lucky AND cunning enough, they should be fine, or at least survive with most of their limbs...
Tavis Allison has run several d20-era modules "on the fly" using DCC RPG, and he reported that they went just fine: easy to convert "in play" and not a lot of prep work. If I remember correctly, he ran Castle Zagyg, originally written in C&C rules, as well as a Pathfinder module. The details are on his blog somewhere.
I'll go have a look see.
Thanks for all the feedback
![Smile :)](./images/smilies/icon_smile.gif)