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 Post subject: Beyond DCC RPG....
PostPosted: Thu Dec 30, 2010 1:55 am 
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Deft-Handed Cutpurse

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I know it's early, Joseph, but any thoughts of support products for the DCC RPG? Example: Will it be set in Aerth? Or a new world entirely?

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 Post subject: Re: Beyond DCC RPG....
PostPosted: Thu Dec 30, 2010 7:51 pm 
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Well, definitely a lot of modules. And a dice set. :) It will be set in Aereth. Beyond that, not sure yet...

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 Post subject: Re: Beyond DCC RPG....
PostPosted: Fri Dec 31, 2010 2:47 am 
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goodmangames wrote:
Well, definitely a lot of modules. And a dice set. :) It will be set in Aereth. Beyond that, not sure yet...


Any revamp forthcoming of the Aereth box? New Book? PDF update?

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 Post subject: Re: Beyond DCC RPG....
PostPosted: Fri Dec 31, 2010 6:59 am 
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goodmangames wrote:
It will be set in Aereth.


Oh, thank Cthulhu. (Or whomever you might praise.)


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 Post subject: Re: Beyond DCC RPG....
PostPosted: Fri Dec 31, 2010 7:12 am 
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Sunderstone wrote:
Any revamp forthcoming of the Aereth box? New Book? PDF update?
My guess is that it will come down to how compatible the DCC game is with 3E. If there is a quick conversion back-and-forth then a revamp might not be worth the time (at least for a while) because it wouldn't generate many new sales.

If it's not such a quick conversion then Joseph will have some major decisions to make, since the more he revamps then the less he sells except for to those who buy the DCC game. There would be an immediate product line split, sort of like the current 3E/4E lines that don't cross over easily.

It'll be a tough business decision. Not one to be made lightly.

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"Don't ask me what you need to hit. Just roll the die and I will let you know!"
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 Post subject: Re: Beyond DCC RPG....
PostPosted: Fri Dec 31, 2010 10:01 am 
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For the moment I'm focused primarily on the RPG itself and, of course, adventures that are written to test the rules (and will eventually be published). I haven't made any solid decisions on other products yet, and don't expect to make those for quite some time. So, I'm definitely open to suggestions at the moment. :)

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 Post subject: Re: Beyond DCC RPG....
PostPosted: Fri Dec 31, 2010 11:28 am 
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goodmangames wrote:
I'm definitely open to suggestions at the moment. :)
Well, since you asked.... :D

My big thought would be to get some modules out in a hurry. Nothing more frustrating than buying a game and having to wait for months for product support. (D&D Gamma World ... I'm looking at you!)

Once you get the initial wave of product out, then you can judge to see what percentage of new modules would support which game lines.
  • If there are any DCC modules which are hard to find and you were thinking of reprinting anyway, I'd consider making those compatible with the new RPG. The basic text would be done and conversion (hopefully) would be quick. And if it's hard to find anyway then the demand for the module should be decent. This is the best of all worlds, since it combines scarcity with ease of getting it done.
  • Certainly, any modules written specifically for playtest would be good products to see since they would also be quick to get put together in a publishable format.
  • I don't know how the 4E product line is going compared to 3E, but one option would be to redo 4E modules to reflect the new game. I'm just thinking that some "old school" players might not have made the move to 4E, so these would be "new" to them.
  • In the short run, I think I'd avoid taking megamodules such as Castle Whiterock and trying to re-do them. Seems like a lot of effort for a small payback. In the long run, having such a "signature dungeon" to match Goodman Games' "signature RPG" would be a nice bonus.

Just my two coppers. As always, keep in mind that it's easy for me to speculate on how to spend your money. :P

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DCC Minister of Propaganda; Deputized 6/8/11
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DCC RPG playtester 2011, C&C playtester 2003,T&T since 2003,
ADRP Since 1993, OD&D player since 1975

"The worthy GM never purposely kills players' PCs, He presents opportunities for the rash and unthinking players to do that all on their own."
-- Gary Gygax
"Don't ask me what you need to hit. Just roll the die and I will let you know!"
-- Dave Arneson


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 Post subject: Re: Beyond DCC RPG....
PostPosted: Fri Dec 31, 2010 9:01 pm 
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Deft-Handed Cutpurse

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goodmangames wrote:
So, I'm definitely open to suggestions at the moment. :)


My take? Focus on whole new mods for the DCC RPG like you did with your 4e line. Backwards-compatibility to 3.x is The Pathfinder Roleplaying Game's shickt. Fans of the DCC RPG will, soon enough, post guidelines on converting prior 3.x DCC mods into the new rpg.

Future (non-mod) product suggestions: Monster books! Optional rules! (But please, no splat books. I think WotC's Unearthed Arcana for 3.x and Paizo's Advance Players Guide are excellent examples). Hmmm. Quarterly mag like Level Up! but for the DCC RPG?

More to come...!

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 Post subject: Re: Beyond DCC RPG....
PostPosted: Sun Jan 16, 2011 9:19 pm 
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Deft-Handed Cutpurse

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joela wrote:
goodmangames wrote:
So, I'm definitely open to suggestions at the moment. :)


My take? Focus on whole new mods for the DCC RPG like you did with your 4e line. Backwards-compatibility to 3.x is The Pathfinder Roleplaying Game's shickt. Fans of the DCC RPG will, soon enough, post guidelines on converting prior 3.x DCC mods into the new rpg.

Future (non-mod) product suggestions: Monster books! Optional rules! (But please, no splat books. I think WotC's Unearthed Arcana for 3.x and Paizo's Advance Players Guide are excellent examples). Hmmm. Quarterly mag like Level Up! but for the DCC RPG?

More to come...!


Oh! And a GM screen! 8)

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 Post subject: Re: Beyond DCC RPG....
PostPosted: Mon Jan 17, 2011 12:44 pm 
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If you really want to engage your customers for the long run, involve them. Old School is about creativity, not just consumption.

Many gamers support online projects (Petty Gods, S&W Monster Book etc) by contributing ideas/artwork/testing. Rather than just dish out more product after the rulebook's release - think up a project idea as well (or have a poll on ideas) and draw in the inspired and imaginative.

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 Post subject: Re: Beyond DCC RPG....
PostPosted: Mon Jan 17, 2011 9:05 pm 
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geordie racer wrote:
If you really want to engage your customers for the long run, involve them. Old School is about creativity, not just consumption.

Many gamers support online projects (Petty Gods, S&W Monster Book etc) by contributing ideas/artwork/testing. Rather than just dish out more product after the rulebook's release - think up a project idea as well (or have a poll on ideas) and draw in the inspired and imaginative.


Agreed! That's why there is a public playtest scheduled, and there will be a free license for those fans who wish to produce supplemental material.

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 Post subject: Re: Beyond DCC RPG....
PostPosted: Wed Jan 19, 2011 12:57 am 
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Armies of Aereth - hex-crawling mass combat and siege warfare that functions at low level (with PCs as conscripts/grunts) and high level (PCs heading their own army).

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 Post subject: Re: Beyond DCC RPG....
PostPosted: Wed Jan 19, 2011 12:35 pm 
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goodmangames wrote:
geordie racer wrote:
If you really want to engage your customers for the long run, involve them. Old School is about creativity, not just consumption.

Many gamers support online projects (Petty Gods, S&W Monster Book etc) by contributing ideas/artwork/testing. Rather than just dish out more product after the rulebook's release - think up a project idea as well (or have a poll on ideas) and draw in the inspired and imaginative.


Agreed! That's why there is a public playtest scheduled, and there will be a free license for those fans who wish to produce supplemental material.

Since you're trying to encourage house-ruling and whatnot, perhaps an annual PDF of "best house rules" or something. Kind of like Monte Cook's Best d20 books.

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 Post subject: Re: Beyond DCC RPG....
PostPosted: Wed Jan 19, 2011 2:20 pm 
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geordie racer wrote:
If you really want to engage your customers for the long run...

Ah, my vision. When I first read this I swore you wanted to "enrage" the customers. :P

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DCC Minister of Propaganda; Deputized 6/8/11
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DCC RPG playtester 2011, C&C playtester 2003,T&T since 2003,
ADRP Since 1993, OD&D player since 1975

"The worthy GM never purposely kills players' PCs, He presents opportunities for the rash and unthinking players to do that all on their own."
-- Gary Gygax
"Don't ask me what you need to hit. Just roll the die and I will let you know!"
-- Dave Arneson


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 Post subject: Re: Beyond DCC RPG....
PostPosted: Wed Jan 19, 2011 2:35 pm 
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Deft-Handed Cutpurse

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finarvyn wrote:
geordie racer wrote:
If you really want to engage your customers for the long run...

Ah, my vision. When I first read this I swore you wanted to "enrage" the customers. :P


LOL. Actually, that's easy. Just say, "4th edition is not real D&D...."

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 Post subject: Re: Beyond DCC RPG....
PostPosted: Wed Jan 19, 2011 4:44 pm 
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geordie racer wrote:
Armies of Aereth - hex-crawling mass combat and siege warfare that functions at low level (with PCs as conscripts/grunts) and high level (PCs heading their own army).


I'm NOT trying to be critical or negative toward your comment, but....isn't that D&D 4E's shtick (and Warhammer's...and Privateer Press' Iron Kingdoms minis line...and etc, etc, etc)? At least to a certain extent? I'm absolutely, 100% totally through with D&D 4E and want nothing to do with maps and little figures representing people/armies....like, forever.


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 Post subject: Re: Beyond DCC RPG....
PostPosted: Wed Jan 19, 2011 5:09 pm 
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Ogrepuppy wrote:
geordie racer wrote:
Armies of Aereth - hex-crawling mass combat and siege warfare that functions at low level (with PCs as conscripts/grunts) and high level (PCs heading their own army).


I'm NOT trying to be critical or negative toward your comment, but....isn't that D&D 4E's shtick (and Warhammer's...and Privateer Press' Iron Kingdoms minis line...and etc, etc, etc)? At least to a certain extent? I'm absolutely, 100% totally through with D&D 4E and want nothing to do with maps and little figures representing people/armies....like, forever.


So what is the DCC high level game to be - hopefully not that Exalted malarky ? Or do people still want to be a lonely band of millionaires who don't build strongholds/their own dungeons etc and just battle bigger foes ?

I was thinking more of abstract combat mechanics rather than minis.

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 Post subject: Re: Beyond DCC RPG....
PostPosted: Wed Jan 19, 2011 6:14 pm 
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I interpreted Geordie's suggestion as something along the lines of TSR's Battlesystem or the Liege/Siege rules from the Companion set.

//H

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