- Everyone talks about the art, but art doesn't sell me on games. I actually ignored all the art when I first started reading. For a document intended as a beta for playtest, it seems counterproductive to include so much art.
- I have no problem with the "funnel" (although "grinder" might be a better term.) It's not something I need, but it's something I don't mind on general principle. But if you're going to start with 0-level classless characters who switch to one of the classes after an adventure, then which classes become available to you should depend on something you do or acquire during the adventure, and further class changes should be possible in the same way. Call it "object-oriented class prerequisites."
- What DCC seems to be aimed at is people who like low-power, high-potential picaresque adventure combined with a focus on system mastery. The former is usually associated with "old school" (although DCC takes it to an extreme,) while the latter is usually associated with "new school". This may be an untapped market, although I'm not in it. System mastery is of low interest to me.
Friday, June 10, 2011
DCC RPG Beta: Initial Comments
I wasn't originally going to get the public beta playtest version of the Goodman Games Dungeon Crawl Classics RPG, but not only is that the hot topic right now, I was publicly chastised for not hyping myself up enough to be interested in the upcoming product (not by anyone associated with Goodman Games, though.) I'm about midway through the section on classes, so there's quite a ways to go. But here are some quick comments: