Starting equipment in the crawl vs. "In real life"

In XCC, you're a superstar athlete taking your chances in a live-on-pay-per-view death sport. It’s a modern-day world with a fantasy twist, and the game is simple: the Dungeon Judge, or DJ, creates an artificial dungeon under controlled — but lethal — conditions. Can you survive?

Moderators: DJ LaBoss, finarvyn, Harley Stroh

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Tamago
Gongfarmer
Posts: 2
Joined: Tue Dec 23, 2008 9:48 am

Starting equipment in the crawl vs. "In real life"

Post by Tamago »

Greetings!

I picked up the IndyCrawl module recently and am eager to try out XCrawl with a one-shot. However, I'm wondering what sort of equipment I should let my players purchase. Standard 8th level starting gold is, I believe, 27,000gp. Is that the amount of equipment that players should be able to take into the Crawl with them? Or should I only let them have some smaller amount to take with them, and the rest represent their Appearance Fees and other "Real life" wealth?

Also, is there any specific equipment I should ban, besides what is listed in the module?

Thanks,
Tamago
DJ LaBoss
Wild-Eyed Zealot
Posts: 95
Joined: Sun Jul 09, 2006 2:55 pm

Re: Starting equipment in the crawl vs. "In real life"

Post by DJ LaBoss »

Hey there!

27K GP is probably a fair amount for your characters in the Phoenix Crawl. You might consider the sponsorship packages that are listed in the Appendix (p 79). If you are going to use one of the sponsorship packages consider giving them less starting gold (say 18K) to make up for it.

The standard Xcrawl Banned equipment should be considered - no poison, acid, firearms, etc. I wouldn't ban any extra equipment other than what is listed as the normal Xcrawl equipment bans.

Have fun! Post and tell us how your game goes!

be well,

Brendan
Tamago
Gongfarmer
Posts: 2
Joined: Tue Dec 23, 2008 9:48 am

Re: Starting equipment in the crawl vs. "In real life"

Post by Tamago »

Hi! Thanks for your response!

I was actually running IndyCrawl, not PhoenixCrawl, but I figured I'd hit the top of the level range since this was a just-for-fun game. I went ahead and used 27k gold, which worked out fine. We only had one session, so I just ran the first level of the dungeon, and actually abridged a couple of rooms (the hamster-maze and the plant room). All told, things went really well, and my players had a great time. It was a pretty tough mod, and I don't think my party would have made it through intact if I hadn't taken out those rooms; they were out of healing and running on fumes by the end. But everyone survived!

One minor complaint was that the party Rogue felt somewhat useless because almost all of the fights were against Constructs and Undead. If/when I run another Xcrawl game, I'll make sure to include a few more living opponents.

I hope you had a happy holiday, and best wishes for the new year!
--Tamago
DJ LaBoss
Wild-Eyed Zealot
Posts: 95
Joined: Sun Jul 09, 2006 2:55 pm

Re: Starting equipment in the crawl vs. "In real life"

Post by DJ LaBoss »

How did I read your post and see "PhoenixCrawl"??? Somebody had a bit too much fun during New Years . . .


I'm glad you and your crew enjoyed the dungeon. Yes, that one definatley needs more for your rogue/ specialist to do - try another Xcrawl adventure (ESPECIALLY the Phoenix Crawl, oddly enough!) and your poor lock pick will buisier than a one legged man in an ass kicking contest.

Glad the gold/ equipment stuff worked out!


be well!

Brendan
Xenophilos
Ill-Fated Peasant
Posts: 4
Joined: Sun Feb 22, 2009 3:57 pm

Re: Starting equipment in the crawl vs. "In real life"

Post by Xenophilos »

Note that you can always add ideas to a purchased product, or modify it a bit, to suit your team.

Also, Rogues/Specialists can be useful with a variety of skills. As an example, one trap in one of my crawls allowed Decipher Script to know which button to use to turn it off, because the button had script in an artificial language. With no Decipher, it was either Disable or get out of Dodge fast...
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