First time running DCC
Posted: Sat Aug 11, 2012 3:48 pm
WOW!
So last night I ran my first game of DCC. I had 7 players total, one of which was my 10yr old daughter. She held her own as the others were all guys between 35-40yrs old.
I ran Sailors on the Starless Sea. Overall everyone enjoyed the quick creation of their randomly generated Zero level peasants. Battles went pretty well, I had each player use his 3pc's as a fighting unit. I used Group initiative which was modified by the Agility mod. of the group chosen "leader" of the PC's. I also broke the group up into 3 smaller groups: Lead / Middle / Rear ranks. I allowed 2 Players in each the Lead and Rear ranks and the other 3 were in the middle rank. As play progressed a player could swap position with another player in Ranking. When battle broke out the "Leader" in the Lead rank would roll Initiative for the group. This represented them shouting commands and encouraging his fellow villagers. I would roll Init. for the bad guys. When it was the good guys turn anyone firing missiles from any Rank would roll dice and damage, then the Lead Rank melee attacks followed by Middle rank melee and lastly Rear rank melee. This helped keep everyone together and moving, it worked pretty good and nobody complained. It also made the fumbles more explainable; Dodger fumbled and smacked into Alexander etc.
Luck was used, and everyone caught on to that quickly and liked it.
I screwed up when a Beastman took a PC to 0hp and told the Player that if another of his Pc's tried to help the one at zero on their next turn with a DC 15 luck roll, the dying PC would have 1hp. I realize now that I should have had them die at zero hp and let them try to "Recover the Body" after the fight. Because of this I did not have as many deaths from melee as I should have I think.
Other than that, I think I handled everything well. And they are all very interested in leveling up now.
Going forward I think Magic is going to be the next big hurdle for everyone.
So last night I ran my first game of DCC. I had 7 players total, one of which was my 10yr old daughter. She held her own as the others were all guys between 35-40yrs old.
I ran Sailors on the Starless Sea. Overall everyone enjoyed the quick creation of their randomly generated Zero level peasants. Battles went pretty well, I had each player use his 3pc's as a fighting unit. I used Group initiative which was modified by the Agility mod. of the group chosen "leader" of the PC's. I also broke the group up into 3 smaller groups: Lead / Middle / Rear ranks. I allowed 2 Players in each the Lead and Rear ranks and the other 3 were in the middle rank. As play progressed a player could swap position with another player in Ranking. When battle broke out the "Leader" in the Lead rank would roll Initiative for the group. This represented them shouting commands and encouraging his fellow villagers. I would roll Init. for the bad guys. When it was the good guys turn anyone firing missiles from any Rank would roll dice and damage, then the Lead Rank melee attacks followed by Middle rank melee and lastly Rear rank melee. This helped keep everyone together and moving, it worked pretty good and nobody complained. It also made the fumbles more explainable; Dodger fumbled and smacked into Alexander etc.
Luck was used, and everyone caught on to that quickly and liked it.
I screwed up when a Beastman took a PC to 0hp and told the Player that if another of his Pc's tried to help the one at zero on their next turn with a DC 15 luck roll, the dying PC would have 1hp. I realize now that I should have had them die at zero hp and let them try to "Recover the Body" after the fight. Because of this I did not have as many deaths from melee as I should have I think.
Other than that, I think I handled everything well. And they are all very interested in leveling up now.
Going forward I think Magic is going to be the next big hurdle for everyone.