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 Post subject: Getting Started
PostPosted: Sun Sep 23, 2012 7:42 am 
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Wild-Eyed Zealot
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Joined: Wed Sep 19, 2012 9:39 pm
Posts: 77
Location: Transylvania, PA
Greetings,

I apologize if this is covered elsewhere, or if I am posting in the wrong section. However being new to this game, and company I am on information overload. As a proud owner of a new copy of the DCC RPG book I'd like to start getting some of the adventure modules, and judge aides to enhance my gaming session next week, and thereafter. Yet there are so many products, dozens and dozens of modules, I have no idea where to start. I'd be happy to find something like a DM screen, and a collection of low level modules and work up from there. The Castle Whiterock, and Gazeteer products blow my mind...
So, Quo Vadis?


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 Post subject: Re: Getting Started
PostPosted: Sun Sep 23, 2012 9:45 am 
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Cold-Hearted Immortal
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Joined: Fri Mar 10, 2006 3:46 pm
Posts: 2310
Location: Left Coast, USA
Welcome.

Be aware that most GG products at this point are not specifically for the DCC RPG, but were produced for that Grandpappy of Them All Game, the one from the mind of E.G.G., R.A., et. al. Those modules and campaigns could be used with the new RPG with some amount of conversion being done...

...however, everything that GG has put out specifically for the new game so far is found here: http://www.goodman-games.com/5070preview.html

And there are numerous third-party items out there, as well... Check this part of the forum for more info: http://www.goodman-games.com/forums/viewforum.php?f=70

_________________
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: Getting Started
PostPosted: Sun Sep 23, 2012 3:01 pm 
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Wild-Eyed Zealot
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Joined: Wed Sep 19, 2012 9:39 pm
Posts: 77
Location: Transylvania, PA
Thank you good sir,

I appreciate the links :) One or two things on my mind; On the 'preview' link above in your post, there is a tab on the left of a 'blank' stone. Clicking it leads to subscription form, is this something worth getting into, or are the issues getting beyond beginner level of play, e.g. level 5 like Beyond The Black Gate, just released? And if it were only possible to buy one product (boxed set, module ect) from GG, which one comes with the most acclaim and highest recommendations for the ambitious DCC player?


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 Post subject: Re: Getting Started
PostPosted: Sun Sep 23, 2012 3:36 pm 
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Cold-Hearted Immortal
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Joined: Fri Mar 10, 2006 3:46 pm
Posts: 2310
Location: Left Coast, USA
You're quite welcome.

The adventure modules are not released 'in order', i.e., they vary from level to level with each new one published. And I have heard Joseph say that there will always be more lower level modules published than higher ones -- just market forces in play there.

Interesting that you found the subscription form... Are you part Elf? 8) Anyway, there used to be a subscription option for the modules back in the 3e days. I'm 99.783% sure it is defunct now. ...But who knows if it will come back next year for the new game...?

As for highly regarded boxed sets, Castle Whiterock is justly heaped with praise. The Gazeteer of the Known Realms has fans the world over. The others are compilations of popular modules... You really can't go wrong; it just depends on what grabs your interest most! Again, all of these were written for 3rd Edition D&D, but since DCC RPG is built on the same basic engine, the conversion can be done without fuss. The main tip: each level in DCC RPG is roughly equivalent to 2 levels in D&D, or so many have commented.

_________________
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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