Wednesday, 17 October 2018

Interesting Deal-breakers

Reading through the "Dungeon Crawl Classics" core rulebook is an interesting experience. On every other page I seem to come across something that makes me think 'cool'... but I'm also pretty clear that I'll never actually run this game.

On the one hand, it is a lovely book, full of evocative and fun artwork. And things like the critical hit tables leave me thinking that it could be a heap of fun to play. The dice chain mechanics are very interesting, as indeed are the rules for multiple actions. And capping the game at 10th level is a really good idea, one that I wish D&D had adopted at least two editions ago.

However, the game also has at least two deal-breakers that say it's just not for me. The first is the blunt fact that if I ever run a D&D-like game again, it will be D&D (and almost certainly 5e, unless and until 6e comes out). The simple truth is that anything else is just more hassle than it's worth. (And while it's true that 5e is very far from being perfect, and indeed has some extremely annoying imperfections, that's true of pretty much all RPGs.)

The second deal-breaker, at least thus far, has been the use of race-as-class. This is one of those decisions that I can kinda-sorta understand from an old school point of view... but it's also not something that appeals. And it's something that's just embedded enough that removing it would be a real pain. (I actually really like what they've done with halflings in DCC, but still...)

The net effect of this is that I'm busily reading a book while knowing full well that I won't use it. And, given my recent efforts to clear out a load of dross from my shelves, I'm also sorely aware that this is a book I wouldn't buy now. Indeed, if it wasn't for the fact that it's so very new, it's almost certainly a book that would be currently heading out the door.

It all makes for a very weird experience.

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