Modern role playing games include complex rules for encounter levels, challenge ratings, and other systems for balancing encounters. These rules do not capture the glory of classic fantasy! The DCC RPG has no such rules beyond the generalities of hit dice and dungeon levels. Let the characters learn when to charge, when to retreat, and when to bide their time until they are powerful enough to win. If they don’t learn, let them suffer the consequences.
Dungeon Crawl Classics RPG
- Necron 99
- Level 8: Noble
- Posts: 2092
- Joined: December 5th, 2018, 1:43 pm
- Location: Jacksonville, FL
Another great quote from the DCC Core Rules:
“He found himself wondering at times, especially in the autumn, about the wild lands, and strange visions of mountains that he had never seen came into his dreams.” - Fellowship of the Ring, J.R.R. Tolkien
- Ancalagon
- Level 8: Noble
- Posts: 1734
- Joined: December 5th, 2018, 5:42 pm
- Location: Bellevue, NE
A-f'n-MEN! (Emphasis mine)Necron 99 wrote: ↑October 10th, 2019, 7:54 pm Another great quote from the DCC Core Rules:
Modern role playing games include complex rules for encounter levels, challenge ratings, and other systems for balancing encounters. These rules do not capture the glory of classic fantasy! The DCC RPG has no such rules beyond the generalities of hit dice and dungeon levels. Let the characters learn when to charge, when to retreat, and when to bide their time until they are powerful enough to win. If they don’t learn, let them suffer the consequences.
The players in my current C&C campaign have had their characters deal with those options during their travels.

“Once you give a charlatan power over you, you almost never get it back.” - Carl Sagan
- Captain_Blood
- Level 6: Adventurer
- Posts: 267
- Joined: December 10th, 2018, 10:21 pm
I'm a little late on this one, but I really enjoy DCC. I've played it at several conventions. My most notable run was just this past Garycon where I went through the funnel and 4/5 of my characters survived! My only complaint was the guy running it was way to free with the treasure. 3 of my survivors got hold a gem or something similar and said "F*ck it! I'm outta here!! This is more money than my entire village has seen in 3 generations."
“May have been the losing side. Still not convinced it was the wrong one.” -Malcom Reynolds
- Necron 99
- Level 8: Noble
- Posts: 2092
- Joined: December 5th, 2018, 1:43 pm
- Location: Jacksonville, FL
Haha! Sounds like you played well.Captain_Blood wrote: ↑October 25th, 2019, 10:25 pm I'm a little late on this one, but I really enjoy DCC. I've played it at several conventions. My most notable run was just this past Garycon where I went through the funnel and 4/5 of my characters survived! My only complaint was the guy running it was way to free with the treasure. 3 of my survivors got hold a gem or something similar and said "F*ck it! I'm outta here!! This is more money than my entire village has seen in 3 generations."
“He found himself wondering at times, especially in the autumn, about the wild lands, and strange visions of mountains that he had never seen came into his dreams.” - Fellowship of the Ring, J.R.R. Tolkien
- Necron 99
- Level 8: Noble
- Posts: 2092
- Joined: December 5th, 2018, 1:43 pm
- Location: Jacksonville, FL
Back when our group started playing DCC, the first adventure we ran through was Sailors on the Starless Sea.
I ran across this post on the DCC FB group and thought it would be worth posting here. Someone put together an actual landscape tabletop for the end of the adventure. Good stuff!
I ran across this post on the DCC FB group and thought it would be worth posting here. Someone put together an actual landscape tabletop for the end of the adventure. Good stuff!
“He found himself wondering at times, especially in the autumn, about the wild lands, and strange visions of mountains that he had never seen came into his dreams.” - Fellowship of the Ring, J.R.R. Tolkien
- Necron 99
- Level 8: Noble
- Posts: 2092
- Joined: December 5th, 2018, 1:43 pm
- Location: Jacksonville, FL
My kickstarted, DCC campaign guide for Fred Saberhagen's Empire of the East came in today. Nice looking book, the same quality and detail I expect from Goodman Games. I believe I mentioned most of the details in the Book/Reading thread, up in Daily Grind.
In the distant future, society has crumbled. Dark forces now rule the land, keeping all humans under their oppressive thumbs.
In the darkness of the shadows and whispered on the winds, there is talk of a rebellion. In the swamps, a small band has formed. Determined to regain their freedom, the rebellion, heavily outnumbered, plans to overthrow an army of thousands . . . with the help of one incredible weapon.
It is only a legend, a story left over from the Old World before magic and the wizards came to the land. A weapon of technology. It is the mystical Elephant, and whoever masters it holds the key to freedom, or defeat.
One young man, determined to avenge the death of his family, sets out to join the rebellion and find Elephant. What he discovers will change everything.
- Rules for magic tailored to the post-apocalyptic fantasy setting of the Changeling Earth, including new spells and summonings to enrich any DCC campaign
- Character options for adventuring in this world
- A discussion of demons, elementals, and monsters, including stats for creatures compatible with any DCC and MCC campaign
- Lost technology of the Golden Age of Man, and its effect on the Changeling Earth
- Statistics for all of the major characters from the trilogy, also usable as NPCs in any DCC or MCC campaign
- Two short low-level adventures to start your campaign
“He found himself wondering at times, especially in the autumn, about the wild lands, and strange visions of mountains that he had never seen came into his dreams.” - Fellowship of the Ring, J.R.R. Tolkien
- Captain_Blood
- Level 6: Adventurer
- Posts: 267
- Joined: December 10th, 2018, 10:21 pm
Looks nice
“May have been the losing side. Still not convinced it was the wrong one.” -Malcom Reynolds
- Necron 99
- Level 8: Noble
- Posts: 2092
- Joined: December 5th, 2018, 1:43 pm
- Location: Jacksonville, FL
Additions to my DCC collection, I just received my printed copies, yesterday. Umerica is a "gonzo post-apocalyptic" campaign setting using DCC, based off of the fanzine Crawling Under A Broken Moon. Personally I view this as the next evolution mutation of Gamma World. Good stuff.

Within this irradiated tome you will find:
The Twisted Menagerie Manual
The wild and weird world of Umerica is a dangerous place filled with murderous creatures. It’s a good thing too since XP does not grow on trees! Within these pages dwell a cornucopia of crafty creatures to cram your campaign with consternation and paralyze your party with panic. Each one listed with adventure hooks to help drop them into your game.
Besides over 100 brutal beasts, this book also contains a bevy of barbarous Bosses based on a few of the creatures within. Each one listed with a backstory, common followers, motivations, and more. The icing on the irradiated cake is the Scenario Sketches, a bunch of rough encounter ideas incorporating one or more of the monsters from this tome, all ready to be polished a bit and dropped into your campaign on short notice.
KOMO-DOANS (lizard-folk of the wastes)
The Umerican Road Atlas
Join us as we explore the glowing highways and byways of Umerica and those that ride upon them. Within these irradiated pages you will find:
Are the twisted wilds and wastes of Umerica not weird enough for you? This tome has everything you need to spice up your gonzo post-apocalyptic campaign!
WELCOME TO THE KINGDOM OF THE SUN!
Herein lies a detailed treatise on what was once the Valley of Mexico, where the People of the Sun forgo the use of all technology and return to the way of life led by the tribes that dwelt there thousands of years ago.
The Umerican Survival GuideForetold in the ancient calendars, early in the 21st century a rogue object from deep space hurtled near the Earth and struck the Moon. Its impact caused catastrophic destruction around the globe, ripping the very fabric of time and space itself; yet mankind still survived. Centuries later, the planet is reborn... a strange new place of alien wonder and death: a world ruled by savagery, cruel sorcery, and twisted science. Now is the time for the mighty to rise up and take their place in this perilous and untamed land. Will they bring justice or suffering? Only time will tell...
Within this irradiated tome you will find:
- A dozen new or revised character class options, nine of which are unique to Umerica: Clerics of the Wasteland, The Cyborg, Feral Urchin, Fossiorian, Grays, Mutant, Petrol Head, Robot, Scavenger, Technologist, Wasteland Warrior, Wizard of the Wasteland.
- New piecemeal armor system that incorporates damage resistance, ablatives, and armor degradation
- An extensive, revised mutation system usable by all characters and creatures
- An expanded vehicular creation and combat system for all of your petrolhead needs
- A pantheon of Umerican Gods and Patrons, old and new
- A comprehensive section on the Citadel of Scrap, a good campaign starting point for exploring Umerica
- Dozens of random tables covering aspects of everyday wasteland life, finding salvage, and adventure creation plus much, much more!
- All fully compatible with the Dungeon Crawl Classics Role Playing Game from Goodman Games.
The Twisted Menagerie Manual
The wild and weird world of Umerica is a dangerous place filled with murderous creatures. It’s a good thing too since XP does not grow on trees! Within these pages dwell a cornucopia of crafty creatures to cram your campaign with consternation and paralyze your party with panic. Each one listed with adventure hooks to help drop them into your game.
Besides over 100 brutal beasts, this book also contains a bevy of barbarous Bosses based on a few of the creatures within. Each one listed with a backstory, common followers, motivations, and more. The icing on the irradiated cake is the Scenario Sketches, a bunch of rough encounter ideas incorporating one or more of the monsters from this tome, all ready to be polished a bit and dropped into your campaign on short notice.
KOMO-DOANS (lizard-folk of the wastes)
The Umerican Road Atlas
Join us as we explore the glowing highways and byways of Umerica and those that ride upon them. Within these irradiated pages you will find:
- Over a baker’s dozen of new Interesting Places to Die for you to inflict upon your players.
- The amusing Roadside Attraction Generator, useful for creating truly terrifying tourist traps.
- The helpful Random Roadtrip Encounters table, just in case you’re not sure exactly what is over the next hill.
- Wild weather rules for brewing up an Umerican style storm to make your PC’s lives interesting.
- A treatise on the most infamous gangs of the wastelands.
- The Random Gang Generator, for all of your on-the-fly raider ambush needs.
- Three new character classes: Holy Roller, Hunter, and Road Hawg.
- A slew of new Mighty Deeds dedicated to modern weapons and vehicular mayhem.
- A whole section dedicated to new vehicle types and traits.
- And last but not least, Race for Death — a road rally adventure to die for.
Are the twisted wilds and wastes of Umerica not weird enough for you? This tome has everything you need to spice up your gonzo post-apocalyptic campaign!
- A complete psionic system with seven disciplines of mental mayhem to massacre mutant monsters with.
- 18 new Wizard and Cleric spells, levels 1-5, capable of wrecking the most carefully planned out plots and perilous encounters.
- Five new character classes: Wasteland Psion, Psi Mutant, Psylatan, Beastkin, and Shifter.
- The Cache of Astonishing Salvage containing wasteland treasures ranging from favorite forgotten foodstuffs to new Graytech, plus the ever popular alien ray-gun generator tables.
WELCOME TO THE KINGDOM OF THE SUN!
Herein lies a detailed treatise on what was once the Valley of Mexico, where the People of the Sun forgo the use of all technology and return to the way of life led by the tribes that dwelt there thousands of years ago.
- Rules for creating People of the Sun characters, including new occupations and two new classes: The Half-Blood and the Jaguar Knight
- Information about the culture of the Kingdom of the Sun; their daily lives, goods, and gods
- A new Patron: HUITZILOPOCHTLI — Lord of the South, God of War
- And, of course, a host of new monsters to unleash upon the unwary wanderer
“He found himself wondering at times, especially in the autumn, about the wild lands, and strange visions of mountains that he had never seen came into his dreams.” - Fellowship of the Ring, J.R.R. Tolkien
- Necron 99
- Level 8: Noble
- Posts: 2092
- Joined: December 5th, 2018, 1:43 pm
- Location: Jacksonville, FL
I have my DCC books in the shelf on my desk, of which, the Lankhmar boxset has been staring at me for the last week. So over the weekend I threw the PDF for the set on my iPad and have been reading them in some of my spare time or on my lunch breaks, during work. A year or so back, I read several of the stories from a book I've had since the 80s/90s titled The Three of Swords, a publication that combines Swords and Deviltry, Swords Against Death, and Swords in the Mist, all tales and stories of Fafhrd and the Mouser.
Anyways, reading through the PDFs for the DCC Lankhmar set, I never realized just how fantastic the Nehwon setting was (and by fantastic I mean based in the fantasy genre). I've only read into the Judges Book for the set, but it alone provides some great information for diving into Leiber's setting, not to mention new rules and options for running DCC to get a more grounded feel within the setting, as opposed to just bog-standard DCC/fantasy.
One of the sidebars is titled, Stars of Nehwon and proceeds to list several stars that are mentioned from various stories and how they relate to the setting. What is more interesting though, they also note that Leiber was something of an amateur astronomer and used his knowledge to design these aspects within his works. Sections of the Judges Book are dedicated to information such as geography of the land, which oozes with the lure of adventure.
All in all, it's really interesting to see how much they've done with the Lankhmar setting. I look forward to reading the rest of the box set and then some of the adventures for future use.
(Edited for some pretty poor writing and spelling mistakes the first go round.
)
Anyways, reading through the PDFs for the DCC Lankhmar set, I never realized just how fantastic the Nehwon setting was (and by fantastic I mean based in the fantasy genre). I've only read into the Judges Book for the set, but it alone provides some great information for diving into Leiber's setting, not to mention new rules and options for running DCC to get a more grounded feel within the setting, as opposed to just bog-standard DCC/fantasy.
One of the sidebars is titled, Stars of Nehwon and proceeds to list several stars that are mentioned from various stories and how they relate to the setting. What is more interesting though, they also note that Leiber was something of an amateur astronomer and used his knowledge to design these aspects within his works. Sections of the Judges Book are dedicated to information such as geography of the land, which oozes with the lure of adventure.
Other sections talk about the people, their cultures and languages, even different types of alcoholic beverages throughout Nehwon, with rules for allowing these libations to act as simple healing draughts. Some of the more rare and wonderous drinks can confer special abilities (temporarily). There is a section on the calendar for the setting, years, months, and days, a section on the gods and deities, along with patrons to whom characters can become agents of patrons. Magic is, of course, also mentioned with several new spells specific to the setting, along with a section on new monsters one may encounter while traversing the lands and cities of Nehwon.Safely passing through the Steppes, we see mountains rising to the southwest. These are the Parched Mountains, arid peaks that demark the westernmost boundaries of the Shadowland. Hugging the western foothills of the Parched Mountains is the Sea of Monsters, a salty, inland sea home to great white-bearded serpents that sport in its waters. A crumbling city stands on the western shore of the Sea of Monsters, seemingly bleached white by sun and time. This relic is the City of the Ghouls, home to the wondrous and horrible Nehwon Ghouls, whose transparent flesh makes them appear as walking skeletons. The Ghouls feast on humans and their city is best avoided.
All in all, it's really interesting to see how much they've done with the Lankhmar setting. I look forward to reading the rest of the box set and then some of the adventures for future use.
(Edited for some pretty poor writing and spelling mistakes the first go round.

“He found himself wondering at times, especially in the autumn, about the wild lands, and strange visions of mountains that he had never seen came into his dreams.” - Fellowship of the Ring, J.R.R. Tolkien