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 Post subject: DCC RPG for Castle Whiterock
PostPosted: Thu Jun 16, 2011 3:59 am 
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Far-Sighted Wanderer

Joined: Wed Jun 15, 2011 3:09 pm
Posts: 22
Hi
I have been elected by our group to run Castle Whiterock as our next campaign in a few months when our current 2 year campaign ends.

I have been battling to decide what ruleset to use though. I considered C&C for its old school feel, but the group is currently still using 3.5 and are keen to try Pathfinder, which is what I was going to go with until someone sent me a copy of DCC RPG beta and I fell in love :wink:

So my question is: is it a viable option to attempt using DCC RPG to run Castle Whiterock?

I understand the official release later this year will have stats for up to level 10.
CW is designed to have characters level at 1 character level per dungeon level but I thought one could just space it out every one and a half levels to have PC's at level 10 by dungeon level 15?

Any thoughts...?


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 Post subject: Re: DCC RPG for Castle Whiterock
PostPosted: Thu Jun 16, 2011 12:07 pm 
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Joined: Fri Mar 10, 2006 3:46 pm
Posts: 2262
Location: Left Coast, USA
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...

_________________
Gnome Boy (a.k.a. "Jon") • DCC play-tester @ DDC 35, Feb 2011. • Beta DL 2111, 7:00 AM PT, 8 June 11.
Playing RPGs since 1977 • Quasi-occasional member of the Legion of 8th-Level Fighters - Holds the power to play gnomes at will!

Here Be DCC Monsters...

General Yoros, Warrior, Str 13, Agl 8 (10), Stm 17, Per 13, Int 11, Lck 8; Law, HP 39, AC 17, R+2, F+4, W+2, band/shld, warhammer, longsword, longbow, pitchfork

Han Dee, (Weaver) Neutral Thief, Str 10, Agi 13, Stm 11, Per 11, Int 15, Lck 14, AC 13 (Leather), HP 25, Luck Die d6, Backstab 3, Sneak Silently 10, Hide In Shadows 9, Pick Pocket 10, Climb Sheer 10, Pick Lock 9, Find Trap 9, Disable Trap 9, Forge Doc 10, Disguise 3, Read Lang 5, Handle Poison 3, Cast Scroll d14+2, birth augur (Born under the loom) +1 to all skill checks (including thief skills), Banepicks (auto pick lock/disable trap, but lose 1d3 random ability loss, if a 3 then 1 pt is perm)


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 Post subject: Re: DCC RPG for Castle Whiterock
PostPosted: Thu Jun 16, 2011 1:39 pm 
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Cold-Hearted Immortal

Joined: Sun Dec 01, 2002 2:41 pm
Posts: 2682
Location: San Jose, CA
Interesting idea. I personally believe that DCC RPG translates fairly well to other d20-based systems (including "pure" 3.5). It depends to some degree on how "picky" the DM is -- if you're okay with stats being "close to right" or if you actually want to account for every skill point and feat -- but the core elements of hit points, armor class, saving throws, and attack/damage rolls are roughly comparable.

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.

The only thing you'd have to contend with would be levels above 10. However, part of the core premise of DCC RPG is that gods, deities, demons and planar lords are more powerful than any mere mortal can hope to be...so I think part of the fun would be seeing if the PCs could actually make it all the way through the 15th level as only level 10 characters!

I'd love to hear how it goes.

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Goodman Games
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 Post subject: Re: DCC RPG for Castle Whiterock
PostPosted: Fri Jun 17, 2011 8:52 am 
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Far-Sighted Wanderer

Joined: Wed Jun 15, 2011 3:09 pm
Posts: 22
Quote:
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 :D

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: ) and I may use SSoW as well.

Quote:
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... :wink:

Quote:
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 :)


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