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 Post subject: Classic Modules
PostPosted: Sun Mar 11, 2012 12:32 pm 
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Hard-Bitten Adventurer
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I was wondering if anyone here is going to use DCC Rpg to run any old classical adventures like, for example, The Temple of Elemental Evil, Bone Hill, Castle Amber, Tomb of Horrors etc.

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 Post subject: Re: Classic Modules
PostPosted: Sun Mar 11, 2012 3:15 pm 
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Thane wrote:
I was wondering if anyone here is going to use DCC Rpg to run any old classical adventures like, for example, The Temple of Elemental Evil, Bone Hill, Castle Amber, Tomb of Horrors etc.


I don't have any specific plans but I am sure I will run the classics with DCC eventually.


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 Post subject: Re: Classic Modules
PostPosted: Sun Mar 11, 2012 3:16 pm 
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fjw70 wrote:
Thane wrote:
I was wondering if anyone here is going to use DCC Rpg to run any old classical adventures like, for example, The Temple of Elemental Evil, Bone Hill, Castle Amber, Tomb of Horrors etc.


I don't have any specific plans but I am sure I will run the classics with DCC eventually.

And it should be easy to do so as well.

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 Post subject: Re: Classic Modules
PostPosted: Sun Mar 11, 2012 5:52 pm 
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Thane wrote:
fjw70 wrote:
Thane wrote:
I was wondering if anyone here is going to use DCC Rpg to run any old classical adventures like, for example, The Temple of Elemental Evil, Bone Hill, Castle Amber, Tomb of Horrors etc.


I don't have any specific plans but I am sure I will run the classics with DCC eventually.

And it should be easy to do so as well.


I haven't done any of these adventures, but I've used modules for Labyrinth Lord with no trouble at all. Just invert the AC, and when in doubt, DC15.

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 Post subject: Re: Classic Modules
PostPosted: Mon Mar 12, 2012 12:12 am 
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I may do Palace of the Silver Princess. That was my first way back when.


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 Post subject: Re: Classic Modules
PostPosted: Mon Mar 12, 2012 10:23 am 
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I have considered doing The Temple of Elemental Evil, but have been trying to make it more "Appendix N"-ish. Also considered using the old cleric/wizard/fighter challenge modules as solo adventures, like using the cleric challenge as an adventure to off set disapproval and sacrifice or something.


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 Post subject: Re: Classic Modules
PostPosted: Mon Mar 12, 2012 11:44 am 
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I would like to do the U series, but in the past when I've ran 3E conversions of U1 & U2, I've had one gamer in the party who had read them, and used his knowledge to metagame through the adventures.

Thus, I feel I would have to change them, but I think they are so great as is, I'm still not sure.


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 Post subject: Re: Classic Modules
PostPosted: Mon Mar 12, 2012 12:12 pm 
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There are some crackers in the line up, and it would be a shame not to include them in some way.

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 Post subject: Re: Classic Modules
PostPosted: Mon Mar 12, 2012 12:35 pm 
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God I love the U series!


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 Post subject: Re: Classic Modules
PostPosted: Mon Mar 12, 2012 12:44 pm 
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I've been running my group through the old Giants (G-series) modules. I don't bother to convert stuff in advance but "wing it" as we play. Most old school modules should be easy to run.

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 Post subject: Re: Classic Modules
PostPosted: Tue Mar 13, 2012 6:35 pm 
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finarvyn wrote:
I've been running my group through the old Giants (G-series) modules. I don't bother to convert stuff in advance but "wing it" as we play. Most old school modules should be easy to run.


G1 would be an especially spectacularly brutal funnel, wouldn't it? :twisted:

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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: Classic Modules
PostPosted: Tue Mar 13, 2012 7:51 pm 
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:lol: I wouldn't use any of the G-series modules as my funnel, as they are all rated somewhere around AD&D 12th level. And I thought I was a tough GM... :wink:

They're a nice set of adventures for experienced characters, however. One thing I like about the old TSR modules is the fact that they are so darned short in text but play long. That'a a great characteristic of the new Goodman Games DCC modules I've seen so far.

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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: Classic Modules
PostPosted: Tue Mar 13, 2012 8:11 pm 
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GnomeBoy wrote:
finarvyn wrote:
I've been running my group through the old Giants (G-series) modules. I don't bother to convert stuff in advance but "wing it" as we play. Most old school modules should be easy to run.


G1 would be an especially spectacularly brutal funnel, wouldn't it? :twisted:


GnomeBoy, you're confusing funnel with juicer. How many times do I have to go over kitchen utensils and appliances with you? :lol:


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 Post subject: Re: Classic Modules
PostPosted: Tue Mar 13, 2012 8:18 pm 
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It's a character funnel. With a Puree switch. :lol:


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 Post subject: Re: Classic Modules
PostPosted: Tue Mar 13, 2012 11:33 pm 
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Thane wrote:
I was wondering if anyone here is going to use DCC Rpg to run any old classical adventures like, for example, The Temple of Elemental Evil, Bone Hill, Castle Amber, Tomb of Horrors etc.


Totally. It might be a while for some of the higher level mods, but the low & mid-level stuff without a doubt (with a bit of re-skinning, treasure changes, etc.)

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 Post subject: Re: Classic Modules
PostPosted: Wed Mar 14, 2012 7:41 am 
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JediOre wrote:
GnomeBoy wrote:
finarvyn wrote:
I've been running my group through the old Giants (G-series) modules. I don't bother to convert stuff in advance but "wing it" as we play. Most old school modules should be easy to run.

G1 would be an especially spectacularly brutal funnel, wouldn't it? :twisted:

GnomeBoy, you're confusing funnel with juicer. How many times do I have to go over kitchen utensils and appliances with you? :lol:

Can I help it that I like the appliances with the buttons, and want to add some to a funnel...? :mrgreen:

"This one goes to 11..." :lol:

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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: Classic Modules
PostPosted: Thu Mar 15, 2012 1:23 pm 
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Depends on how big your Giants are. If you make them REALLY big, a 0-level party with just a little stealth can fly under the giants radar. Some well placed ranged attacks could start the giant brawling one-another. (Just don't let one fall on you.)


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 Post subject: Re: Classic Modules
PostPosted: Thu Mar 15, 2012 3:47 pm 
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It's call AGAINST the giants, not snack for the giants! What classic module had a barrel titled Elf Pudding in a humanoid stronghold?


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 Post subject: Re: Classic Modules
PostPosted: Fri Mar 16, 2012 6:58 am 
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Karaptis wrote:
What classic module had a barrel titled Elf Pudding in a humanoid stronghold?


I'm going out on a limb here, but was it A2--Secret of the Slavers' Stockade?


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 Post subject: Re: Classic Modules
PostPosted: Wed Mar 28, 2012 3:38 pm 
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I've been thinking.

DCC aims for a certain vibe, borne out of the legendary N appendix. But the d&d most of us grew up with, basic and advanced 1st ed, didn't really have that vibe.

I'm wondering if DCC rules/vibe will be too 'gonzo/weird' for those classic modules.

What do you think?

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 Post subject: Re: Classic Modules
PostPosted: Wed Mar 28, 2012 5:00 pm 
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Hmmm good point, but I don't think that the awesome vibe DCC rpg gives will be too weird for the classic modules. It may seem that way on some modules, but most of them can be easily converted with little to no hassle in keeping the same story-line or creatures.


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 Post subject: Re: Classic Modules
PostPosted: Thu Mar 29, 2012 12:10 am 
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There's some talk on Dragonsfoot (located here) about the wizard. Specifically, is the game geared toward long campaign play, or one shot wacky adventures?

Something to do with the corruption picked up by a wizard seems to suggest it is the latter.

What do you think?

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 Post subject: Re: Classic Modules
PostPosted: Thu Mar 29, 2012 6:36 am 
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Judging from the latest spell preview, corruption has been toned back quite a bit from the beta. Miscasting a "light" spell can no longer turn you into a newt, and fumbles have to share space with non-permanent misfire results. Miscasts are also tied to the specific spell, it would seem (and I am assuming they get a little more scary with higher level spells). To me, this suggests that a low level Wizard will not be crippled by corruption by the time he rises to level 5.

In any case, spell casting is always a choice, and Wizards can wield swords in DCC if they want to not rely on magic as often.


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 Post subject: Re: Classic Modules
PostPosted: Sun Apr 01, 2012 5:00 pm 
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Far-Sighted Wanderer

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I was wondering, what about "The Citadel of Fire". I've always wanted to run it and thought that it might make a good higher level adventure, it definitely has some Appendix N inspiration in it.


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 Post subject: Re: Classic Modules
PostPosted: Sun Apr 01, 2012 7:40 pm 
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Well, this may seem obvious, but the beta rules were...beta rules. :)

Those lessons that were learned are reflected in the final rules.

The folks worried about wizard corruption at high levels may be pleasantly surprised when they play the final rules.

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