Goodman Games

Fan Forums
It is currently Fri Nov 21, 2014 6:16 am

All times are UTC - 6 hours




Post new topic Reply to topic  [ 21 posts ] 
Author Message
 Post subject: Modules For the actual DCC RPG
PostPosted: Sun Jun 17, 2012 1:34 pm 
Offline
Far-Sighted Wanderer

Joined: Sun Jun 17, 2012 1:26 pm
Posts: 31
Hello everyone. First time poster here. I just purchased the DCC Corebook and I have to say, I am really loving this game. It captures the old school feel better than any other retro game on the market, short of running OD&D with the Rules Cyclopedia.

Anyway, on to my question. I've noticed there are a lot of modules available for purchase. Are they all compatible with the new Corebook? I realize that most of the modules were published before the Corebook that was released this year. Also, will future modules that are released be explicitly for the DCC Corebook?

Thanks,
Evil G.


Top
 Profile  
 
 Post subject: Re: Modules For the actual DCC RPG
PostPosted: Sun Jun 17, 2012 8:21 pm 
Offline
Cold-Blooded Diabolist

Joined: Fri Apr 06, 2012 3:36 am
Posts: 525
Modules number 66.5 and onward are fully compatible with the DCC RPG rules.

Modules going backward in number from 66 to 53 you have modules built for the 4e D&D rules, and 52 back are 3.5 D&D rules - both could be pretty easily converted for use with DCC, and I am actually doing just that for one of my current DCC campaigns.


Top
 Profile  
 
 Post subject: Re: Modules For the actual DCC RPG
PostPosted: Sun Jun 17, 2012 8:29 pm 
Offline
Deft-Handed Cutpurse
User avatar

Joined: Fri Feb 25, 2011 4:05 pm
Posts: 286
Location: Washington State, USA
All of the adventures with links under "Coming in 2012: DCC RPG" on the Goodman Games homepage are written specifically for the DCC RPG. :)

_________________
Jon Marr
Purple Sorcerer Games
purplesorcerer.com
>>Nebin Pendlebrook's Perilous Pantry is now available!


Top
 Profile  
 
 Post subject: Re: Modules For the actual DCC RPG
PostPosted: Sun Jun 17, 2012 8:51 pm 
Offline
Far-Sighted Wanderer

Joined: Tue Sep 26, 2006 12:52 am
Posts: 23
Goodman Games also released 4 adventures for 1st Edition Rules ... you can use the Adventure Finder on the Goodman Games homepage or go to this link:
http://www.goodman-games.com/1e.html
And if you make another post you'll get a title. :D


Top
 Profile  
 
 Post subject: Re: Modules For the actual DCC RPG
PostPosted: Sun Jun 17, 2012 9:02 pm 
Offline
Far-Sighted Wanderer

Joined: Tue Sep 26, 2006 12:52 am
Posts: 23
And DCC 2, 5, 6, 7, and 51.5 were converted to 1st Edition by fans. The conversions are posted at:
http://www.goodman-games.com/dcc-resources.html
You can still get most of the older DCC modules in print at game stores on-line or EBAY at a good price or e-files at the major e-tailers.


Top
 Profile  
 
 Post subject: Re: Modules For the actual DCC RPG
PostPosted: Sun Jun 17, 2012 9:29 pm 
Offline
Far-Sighted Wanderer

Joined: Sun Jun 17, 2012 1:26 pm
Posts: 31
Awesome! Thanks for the info guys. I have to say, I'm really loving DCC. It's a nice and refreshing change of pace from 3.X!
I look forward to being a part of this community. :D


Top
 Profile  
 
 Post subject: Re: Modules For the actual DCC RPG
PostPosted: Sun Jun 17, 2012 10:54 pm 
Offline
Far-Sighted Wanderer

Joined: Tue Sep 26, 2006 12:52 am
Posts: 23
Well you are now an "ill fated peasant" and have successfully eluded the SPAM police (they crush the new posters) ... just don't try selling us a BMW or anything ... and enjoy the game!


Top
 Profile  
 
 Post subject: Re: Modules For the actual DCC RPG
PostPosted: Mon Jun 18, 2012 3:28 am 
Offline
Ill-Fated Peasant

Joined: Fri Jun 01, 2012 5:06 am
Posts: 5
Hello everyone,

I have 2 questions :

- has anybody converted "old" adventures (from D&D BECMI / AD&D1 or what else ; from Dungeon pages...) ?
If so, I'd be very interested to know which ones, and have a "share" if I actually own the adventure !

- Has any european player received his first pre-ordered DCC adventures ?

Thanks in advance.


Top
 Profile  
 
 Post subject: Re: Modules For the actual DCC RPG
PostPosted: Mon Jun 18, 2012 5:44 am 
Offline
Cold-Hearted Immortal
User avatar

Joined: Fri Jun 26, 2009 5:42 am
Posts: 2265
Location: Chicago suburbs
zombiekiller wrote:
Well you are now an "ill fated peasant" and have successfully eluded the SPAM police (they crush the new posters) ... just don't try selling us a BMW or anything ... and enjoy the game!
As a member of the SPAM police, I can tell you that no one "eludes" us. Sometimes we allow them to sneak in just so that we can punish them in public, thus sending fear amongst our citizens. Fear keeps the peasants in line. Fear of this Battlestation! (Sorry ... Star Wars flashback.)

Also, it's not BMWs that they're selling; mostly fake purses and fake sports jerseys.

Oh, and do enjoy the game. It grows on you! 8)

_________________
Marv / Finarvyn
DCC Minister of Propaganda; Deputized 6/8/11
Image
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


Top
 Profile  
 
 Post subject: Re: Modules For the actual DCC RPG
PostPosted: Mon Jun 18, 2012 1:23 pm 
Offline
Far-Sighted Wanderer

Joined: Sun Jun 17, 2012 1:26 pm
Posts: 31
Fear not fellow DCC Forumites! I assure you I am not selling anything. I am however, buying things. And those things are the awesome products for DCC! I am really loving this game. :D My wife never played anything other than 3.X, so I am getting her into this game. She's really digging the old school feel as well.


Top
 Profile  
 
 Post subject: Re: Modules For the actual DCC RPG
PostPosted: Mon Jun 18, 2012 1:51 pm 
Offline
Cold-Blooded Diabolist

Joined: Fri Apr 06, 2012 3:36 am
Posts: 525
Silenttimo wrote:
has anybody converted "old" adventures (from D&D BECMI / AD&D1 or what else ; from Dungeon pages...) ?
If so, I'd be very interested to know which ones, and have a "share" if I actually own the adventure !


I am, slowly but surely, working on adaptation of a list of modules. I say adaptation instead of conversion because I am taking the idea behind the module (the plot seed) and keeping that... but no map or encounter is safe from whole-sale change to better fit the style of DCC.

The best example of what I mean by that is this: if a module is stocked full of bugbears originally, I will replace every last one of them with something else more mysterious... even if they might have similar stats.

The aforementioned list, in the order I plan to finish adaptation:
T1-4 - The Temple of Elemental Evil
A1-4 - Scourge of the Slave Lords (I will probably use the 4 modules of the A series instead of the one book already compiling them)
GDQ1-7 - Queen of Spiders

In total, that's actually 15 separate modules, and I plan on doing the adaptations as such (including separating out T2-4 which were only ever released as a compilation).

I might add more to the list... BECM modules seem particularly "ready" for such adaption, and I have always had a soft spot for The Apocalypse Stone.


Top
 Profile  
 
 Post subject: Re: Modules For the actual DCC RPG
PostPosted: Fri Jun 22, 2012 3:47 am 
Offline
Ill-Fated Peasant

Joined: Fri Jun 01, 2012 5:06 am
Posts: 5
TheNobleDrake wrote:
Silenttimo wrote:
has anybody converted "old" adventures (from D&D BECMI / AD&D1 or what else ; from Dungeon pages...) ?
If so, I'd be very interested to know which ones, and have a "share" if I actually own the adventure !


I am, slowly but surely, working on adaptation of a list of modules.

The aforementioned list, in the order I plan to finish adaptation:
T1-4 - The Temple of Elemental Evil
A1-4 - Scourge of the Slave Lords (I will probably use the 4 modules of the A series instead of the one book already compiling them)

I might add more to the list... BECM modules seem particularly "ready" for such adaption, and I have always had a soft spot for The Apocalypse Stone.


If you were to compleat those adaptations, I'd be VERY interested in :

- T1 : village of Hommlet (played once again the castle part as a player with PF-RPG recently) ;
- A1 - A4 (I own both the mega module A1-A4, and each separate adventure) ;

I do own T1-4 and GDQ1-7, but I think they are not that appropriate for DCC RPG (maybe "N1 : against the cult of the reptile god" would be fine, as well as the Saltmash trilogy U1-U3). And I don't have "the apocalypse stone".

Some BECM modules (if I own them) are fine also.

If you were to have "word" or "pdf" conversion / adaptation notes (or even a scan copy of some handwritten notes), I REALLY would appreciate if you could share them with me (tried to send a PM, but I di'nt find how to do that ; maybe I need a minimum of messages on the forum before being able to send PMs !?).

Thanks !! :wink:


Top
 Profile  
 
 Post subject: Re: Modules For the actual DCC RPG
PostPosted: Fri Jun 22, 2012 5:49 am 
Offline
Cold-Blooded Diabolist

Joined: Fri Apr 06, 2012 3:36 am
Posts: 525
Silenttimo wrote:
If you were to have "word" or "pdf" conversion / adaptation notes (or even a scan copy of some handwritten notes), I REALLY would appreciate if you could share them with me
That's not the first time I have been asked for my adaption notes... and as I get closer to actually having something complete in the weeks or months it will take (since I barely spend any time working on future games while I still have months of material left for currently running games), I will be double checking with Mr. Goodman to make sure there is no breach of etiquette in my posting of links to the adaptation files here (well, probably the judge's forum specifically) on the forum.

The files themselves will likely be PDF sets (I separate maps from adventures so I can open both and view them side-by-side), and I actually prefer writing adventure notes in InDesign so export to PDF is actually my default.

Silenttimo wrote:
(tried to send a PM, but I di'nt find how to do that ; maybe I need a minimum of messages on the forum before being able to send PMs !?).

Thanks !! :wink:
Yes, there is a 3 post limit before you can PM - but you have passed that now and should see the pm button on the bottom of every post.


Top
 Profile  
 
 Post subject: Re: Modules For the actual DCC RPG
PostPosted: Fri Jun 22, 2012 6:40 am 
Offline
Ill-Fated Peasant

Joined: Fri Jun 01, 2012 5:06 am
Posts: 5
TheNobleDrake wrote:
as I get closer to actually having something complete in the weeks or months it will take (since I barely spend any time working on future games while I still have months of material left for currently running games), I will be double checking with Mr. Goodman to make sure there is no breach of etiquette in my posting of links to the adaptation files here (well, probably the judge's forum specifically) on the forum.

The files themselves will likely be PDF sets (I separate maps from adventures so I can open both and view them side-by-side), and I actually prefer writing adventure notes in InDesign so export to PDF is actually my default.


Well, I guess that conversion / adptation notes (w/o the art, maps, description texts) would not offend legal content.

Something like : conversion notes for DCC of "T1, village of hommlet"

- Hommlet : building 1, butcher, lvl 0, str +1, pres -1, luck -1, AC 11, att d20+1 / dmg : 1d6+1, F +0 / R +0 / W -1, HP :3,
- building 2 : herbalist...
etc... (as you can see, I don't remember who lives in which house / building :D )

I think that if there is no TSR/WotC D&D / gygaxian reference, only the name of module and of village, there is no problem. Maps & description texts would be a problem, though (in France, anyway...).
However, Hommlet could be named Hamlet (does that hurt Mr; Shakespeare ?), Lareth named Lars, or whatever.


Top
 Profile  
 
 Post subject: Re: Modules For the actual DCC RPG
PostPosted: Fri Jun 22, 2012 9:15 am 
Offline
Cold-Hearted Immortal

Joined: Wed Sep 15, 2004 6:02 am
Posts: 1788
Location: On the run.
Silenttimo wrote:
Well, I guess that conversion / adaptation notes (w/o the art, maps, description texts) would not offend legal content.

Something like : conversion notes for DCC of "T1, village of hommlet"

- Hommlet : building 1, butcher, lvl 0, str +1, pres -1, luck -1, AC 11, att d20+1 / dmg : 1d6+1, F +0 / R +0 / W -1, HP :3,
- building 2 : herbalist...
etc... (as you can see, I don't remember who lives in which house / building :D )


This is correct. As long as you are only providing fan conversions for the stats, traps and magic, that's fine. (And welcomed!) But please no maps, art or the like.

A good test is, "Can I run this adventure without owning the original?" If the answer is yes, then it's probably a step too far and shouldn't be posted.

//H

_________________
The lucky guy who got to write some Dungeon Crawl Classics.

DCC Resource thread: character sheets, judge tools, and the world's fastest 0-level party creator.


Top
 Profile  
 
 Post subject: Re: Modules For the actual DCC RPG
PostPosted: Fri Jun 22, 2012 10:22 am 
Offline
Hard-Bitten Adventurer

Joined: Mon Dec 15, 2003 8:18 pm
Posts: 135
I've been running old DCC mods straight, without any real conversion... sometimes using equivalent monsters from the DCC book, sometimes not.

_________________
http://neradia.blogspot.com/


Top
 Profile  
 
 Post subject: Re: Modules For the actual DCC RPG
PostPosted: Fri Jun 22, 2012 11:50 am 
Offline
Ill-Fated Peasant

Joined: Fri Jun 22, 2012 10:49 am
Posts: 7
I for one would love to see official Goodman Games conversions of the old Dungeon Crawl Classics modules. I know some feel comfortable just "winging it" or doing their own conversions but for me and maybe others its helpful to have a conversion done. Castle Whiterock would be a great place to start! I know I'd buy it.


Top
 Profile  
 
 Post subject: Re: Modules For the actual DCC RPG
PostPosted: Fri Jun 22, 2012 1:24 pm 
Offline
Cold-Blooded Diabolist

Joined: Fri Apr 06, 2012 3:36 am
Posts: 525
Harley Stroh wrote:
This is correct. As long as you are only providing fan conversions for the stats, traps and magic, that's fine. (And welcomed!) But please no maps, art or the like.

A good test is, "Can I run this adventure without owning the original?" If the answer is yes, then it's probably a step too far and shouldn't be posted.

//H

Thanks Harley, I will keep that in mind and be sure to keep my "real" notes to myself (derivative maps and the entirety of text written in-line because I hate having to flip back and forth between change notes and module at the table - basically resulting in a module based on/inspired by the original).

Posting just a list of changes will actually mean that my notes will be available sooner, as I nearly already completed the change notes for T1... just waiting until my brain feels like eyeballing some stats for the critters that replace those I've removed.


Top
 Profile  
 
 Post subject: Re: Modules For the actual DCC RPG
PostPosted: Mon Jun 25, 2012 8:38 am 
Offline
Cold-Hearted Immortal
User avatar

Joined: Mon Jun 25, 2012 8:01 am
Posts: 1200
Location: Atlanta, GA
TheNobleDrake wrote:
Silenttimo wrote:
has anybody converted "old" adventures (from D&D BECMI / AD&D1 or what else ; from Dungeon pages...) ?
If so, I'd be very interested to know which ones, and have a "share" if I actually own the adventure !


I am, slowly but surely, working on adaptation of a list of modules. I say adaptation instead of conversion because I am taking the idea behind the module (the plot seed) and keeping that... but no map or encounter is safe from whole-sale change to better fit the style of DCC.

The best example of what I mean by that is this: if a module is stocked full of bugbears originally, I will replace every last one of them with something else more mysterious... even if they might have similar stats.

The aforementioned list, in the order I plan to finish adaptation:
T1-4 - The Temple of Elemental Evil
A1-4 - Scourge of the Slave Lords (I will probably use the 4 modules of the A series instead of the one book already compiling them)
GDQ1-7 - Queen of Spiders

In total, that's actually 15 separate modules, and I plan on doing the adaptations as such (including separating out T2-4 which were only ever released as a compilation).

I might add more to the list... BECM modules seem particularly "ready" for such adaption, and I have always had a soft spot for The Apocalypse Stone.


The problem with the old modules is, for the most part, they aren't particularly good. Kind of boring, in fact. Almost universally they're of the "move into a room, have an encounter, kill monster, search for treasure, rinse repeat." Occasional trap interspersed. Zzzz... and the story lines are pretty dull. I'm looking at you, A1-4... T1-4 is kind of interesting but some of the encounters were pretty stupid. It just all felt like a cobbled together mess, to me... this is probably because I was running it for 3.5.

In contrast, there are some really interesting and good AD&D modules that are pretty fun. UK series has a couple of great ones, and I loved L1-2.

What attracts me to DCC is that it's a reboot of the old school with (hopefully) new school fixes, especially as regards coherency and story line. I'm personally hoping a few of the newer published modules will replicate that old school feel without the old school weaknesses.

_________________

RoM pbp:
Hamun Ry (Wiz 4)
Str 10 Agi 15 (+1) Sta 11 Per 11 Int 17 (+2) Luc 10 (Unholy House). Align: C. AC: 14. HP: 13. Melee +1, Ranged +2. Crit: d8, I. Save: Ref +5, Fort +3, Will +4.
Spells: 1: Choking Cloud, Comprehend Languages, Detect Magic (odd crystal growths), Magic Missile (mirror images), Runic Alphabet (Mortal) (ravenously hungry), Ventriloquism (rain of frogs)
2: Detect Invisible, Levitate (extremely difficult, d14), Mirror Image (20% chance to raise/lower luck by 1d3 points).
Equip: Ring of the Sand Djinn: +2 AC/saves, Invisibility for 1min/spellburn point, or unmake for great, unknown effect. Padded Armor, Longsword, Longbow, quiver w/20 steel-tipped arrows, 10 silver-tipped arrows, backpack, spellbook, quill and ink, sturdy parchment (10 sheets), 5 days rations, high leather boots, belt w/ belt pouch, gray robe, dark gray hooded cloak. Also carries 3 small mechanical toys: wind-up mouse, wooden puzzle cube, small jewelry box that plays a little tune.


Top
 Profile  
 
 Post subject: Re: Modules For the actual DCC RPG
PostPosted: Mon Jun 25, 2012 12:13 pm 
Offline
Cold-Blooded Diabolist

Joined: Fri Apr 06, 2012 3:36 am
Posts: 525
beermotor wrote:
The problem with the old modules is, for the most part, they aren't particularly good. Kind of boring, in fact. Almost universally they're of the "move into a room, have an encounter, kill monster, search for treasure, rinse repeat." Occasional trap interspersed. Zzzz... and the story lines are pretty dull.
Which is precisely why I am adapting instead of converting - I can use the same synopsis, spice up or at the very least streamline the whole thing, and throw in as much DCC jazz as I can fit.

beermotor wrote:
T1-4 is kind of interesting but some of the encounters were pretty stupid. It just all felt like a cobbled together mess, to me... this is probably because I was running it for 3.5.
It tends to feel a bit cobbled together and messy in AD&D too, and suffers greatly from what I call NRHM syndrome (normal rooms, huge monsters) where you have to either run the adventure as written fully in a Theatre of the Mind style, or (at minimum) double the dimensions of any room in which monsters are faced so that there is actually room to maneuver. While I call it "huge monster" it is actually more common that it comes up in a room that is simply packed full of monsters - the best example I can give is 9 trolls in a building that is 30' x 30'

And while the plot of each individual section of the super-arc can be a bit shaky, the plot across the whole is better - and of course I get to tweak it all to high heaven while adapting to make it better.

beermotor wrote:
What attracts me to DCC is that it's a reboot of the old school with (hopefully) new school fixes, especially as regards coherency and story line. I'm personally hoping a few of the newer published modules will replicate that old school feel without the old school weaknesses.
Coherency and story line are definitely made much more solid by the style that DCC encourages - it's easy to string unrelated episodes together and toss in the few bits needed to make those episodes, in hindsight, seem more related.

As for a reboot of the old school... I am more of the opinion that DCC is the epitome of new school, since despite mechanical similarities it is the first game to say "we don't have to do things the way they have always been done," and actually mean it.


Top
 Profile  
 
 Post subject: Re: Modules For the actual DCC RPG
PostPosted: Tue Jun 26, 2012 4:13 pm 
Offline
Hard-Bitten Adventurer
User avatar

Joined: Wed Jul 27, 2011 11:22 am
Posts: 122
Location: San Jose, CA
FWIW, when I was designing the monsters for Frawgs, I would take a look at similar monsters in the DCC RPG rulebook, and compare them to other similar monsters in the 1st Ed AD&D rulebook and/or OSRIC monster manual. How close were skeletons? Orcs? Kobolds? Owlbears? Did I want my own monsters to be about as tough, a little tougher?

I ended up creating an Excel grid of all the monsters I compared; similar to the grid that was published in the original DMG. It came in quite handy.

_________________
Stephen Newton
Thick Skull Adventures
Google Plus, Twitter


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 21 posts ] 

All times are UTC - 6 hours


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group