Sorry to hear about your troubles with "revorce" and "smloving." Seriously though -- sucks.
Thank you. It has indeed been filled with suck, but I'm slowly getting through it. Move into the new place at the end of the month so hopefully the productivity will pickup then.
Loved the Frawgs. Looking forward to more.
Glad to hear that! Even as short as that module is (about 7K words) as I'm sure any of the authors reading this will tell you... it's a big bucketload of work to produce these things. While I know my stuff doesn't connect with all fans it's still really nice to hear that someone enjoyed it. Love of gaming and comments like this are the #1 reason why I write these adventures.
Share! Share! I'd love to hear yours and Joseph's thoughts.
So I put the comments/advice that Joseph gave me on "how much background info" should you have on this post here
(or you can read same article here on my blog
if you want to read the version with pretty pictures..
I am considering how one would go about making a megadungeon for this game. I'm leaning toward the opinion that DCC is not necessarily compatible with the "stacked mega-dungeon." It's more of a "distributed model," where clues/actions in one adventure leads to the next adventure -- or not even that -- it's the ultimate sandbox system. Everything the characters are and do (look for spells, receive deity disapproval, steal the wrong thing, kill the wrong dude) leads to more adventure.
I think, overall, the system best supports short, quick and deadly adventures, instead of the sloggy kind of megadungeon that works great with the OSR stuff. Dunno.
I don't necessarily agree. At the end of the day, IMHO, the DCCRPG is about simplified and interesting mechanics (use of luck, mighty deeds, corruption) as well as tone
(darker, dangerous magic, high mortality rate, etc.) So that said, the type/setting of adventure you write can be whatever you want it to be, and I think a massive dungeon would work just well. As an example, I think The Temple of Elemental Evil
would work perfectly as a DCCRPG conversion, and aside from the Hommlet and Nulb chapters of that adventure, that is one massive crawl.
One of the more interesting observations I read from someone who reviewed Frawgs was the following from Erik Tenkar of Tenkar's Tavern (you can read the full review here
snippet of Mini Review of Attack of the Frawgs by Erik Tenkar wrote:
Surprisingly, this is no dungeon crawl. It is man versus beasts in the Wilds around Dead Goblin Lake. Yep, Attack of the Frawgs is primarily an outdoor, or dare I say it, wilderness adventure. I had assumed both by nature of the name - Dungeon Crawl Classics - and the first few adventures from Goodman Games that dungeons were going to be the be all. Thankfully, they are not. There is a place for wilderness adventures in the DCC realm of adventures, but they are plotted out similarly to dungeon adventures in the DCC system.
Mr. Tenkar is absolutely right. My advice to you would be this: write the type of adventure you'd like to play yourself! It's going to take you hours and hours to write the thing and if you enjoy that type of adventure, odds are, someone else will too. When you're passionate about a project that comes through and those types of stories are more fun to read. It may not be to everyone's liking, or even the majority, but write for the love of it.
Good luck sir!