New Judge Here Question About Old Modules
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- Gongfarmer
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New Judge Here Question About Old Modules
Hello, My group just started playing DCC RPG. I bought the 8th printing rules. (so new) I noticed that teh rules go up to 10th level characters. However can we play some of the older modules? The old ones before #66.5 is what I am referring to. they seem to go higher or maybe they were for an earlier edition of DCC. Is this the case? Help a newbie please!
- GnomeBoy
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Re: New Judge Here Question About Old Modules
Prior to 66.5, the modules were written for the then current version of D&D (3e, 3.5e, 4e).
Many have run D&D modules under DCC, but the big adjustment is that 2 levels of D&D is 1 Level of DCC, i.e., if it's an 8th Level D&D module, you'd run it for 4th Level DCC characters...
Many have run D&D modules under DCC, but the big adjustment is that 2 levels of D&D is 1 Level of DCC, i.e., if it's an 8th Level D&D module, you'd run it for 4th Level DCC characters...
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Gnome Boy • DCC playtester @ DDC 35 Feb '11. • Beta DL 2111, 7AM PT, 8 June 11.
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Gnome Boy • DCC playtester @ DDC 35 Feb '11. • Beta DL 2111, 7AM PT, 8 June 11.
Playing RPGs since '77 • Quasi-occasional member of the Legion of 8th-Level Fighters.
Link: Here Be 100+ DCC Monsters
bygrinstow.com - The Home of Inner Ham
- herecomethejudge
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Re: New Judge Here Question About Old Modules
Since we're talking old (pre-DCC RPG) modules, I would love to see DCC RPG conversions of all the old material! Seems like a low-effort move that would dramatically increase the amount of DCC RPG canon, especially for those of us who aren't as into Lankhmar and the other product lines that have been getting more attention in the last few years.
- finarvyn
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Re: New Judge Here Question About Old Modules
I would be a little surprised if Goodman Games does this because the DCC-specific modules are written in one style while the d20-specific (and 4E) ones in a different style. The DCC-specific modules are written such that basic monsters (orcs, skeletons, zombies, goblins, etc) aren't a part of the story, but instead monsters tend to be unique and one-of-a-kind type creatures. The older modules didn't have that particular vision and are more "generic D&D style" adventures.herecomethejudge wrote: ↑Sun Jun 12, 2022 8:28 am Since we're talking old (pre-DCC RPG) modules, I would love to see DCC RPG conversions of all the old material! Seems like a low-effort move that would dramatically increase the amount of DCC RPG canon, especially for those of us who aren't as into Lankhmar and the other product lines that have been getting more attention in the last few years.
While I agree that rewrite of older content could give us a zillion DCC RPG modules in a hurry, the style would suffer and that might hurt "the brand" that is DCC. I think that's why some of the older stuff is being translated into 5E instead.
Marv / Finarvyn
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DCC Minister of Propaganda; Deputized 6/8/11 (over 11 years of SPAM bustin'!)
DCC RPG playtester 2011, DCC Lankhmar trivia contest winner 2015; 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
"Misinterpreting the rules is a shared memory for many of us"
-- Joseph Goodman
- Raven_Crowking
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Re: New Judge Here Question About Old Modules
I would love to do official conversions. I have certainly done some conversions for home play.paulinehepburnzpe37 wrote: ↑Fri Jul 22, 2022 3:20 amWe hope soherecomethejudge wrote: ↑Sun Jun 12, 2022 8:28 am Since we're talking old (pre-DCC RPG) modules, I would love to see DCC RPG conversions of all the old material! Seems like a low-effort move that would dramatically increase the amount of DCC RPG canon, especially for those of us who aren't as into Lankhmar and the other product lines that have been getting more attention in the last few years.
SoBH pbp:
Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.