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Dungeon Crawl Classics RPG Limited Gold Foil Edition (GSL)

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This limited-edition print run of the Dungeon Crawl Classics RPG includes a special gold-foil cover, and includes Dungeon Crawl Classics #66.5: Doom of the Savage Kings.


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This limited-edition print run of the Dungeon Crawl Classics RPG includes a special gold-foil cover, and includes Dungeon Crawl Classics #66.5: Doom of the Savage Kings.

30 review for Dungeon Crawl Classics RPG Limited Gold Foil Edition (GSL)

  1. 5 out of 5

    GrilledCheeseSamurai (Scott)

    So, I GM a Homebrew world for my players and I. We use the D&D 5th edition ruleset as the backbone for the mechanics of our game. However, I have some Pathfinder material in there, some Cypher system in there, some Dungeon World in there, and yes, a whole lot of Dungeon Crawl Classics in there ( and a whole shwack of other stuffs). That's the beauty of tabletop RPG games. You can pretty much do whatever the hell you want. The key is to stay consistent. If I say that 'this is how we do something,' So, I GM a Homebrew world for my players and I. We use the D&D 5th edition ruleset as the backbone for the mechanics of our game. However, I have some Pathfinder material in there, some Cypher system in there, some Dungeon World in there, and yes, a whole lot of Dungeon Crawl Classics in there ( and a whole shwack of other stuffs). That's the beauty of tabletop RPG games. You can pretty much do whatever the hell you want. The key is to stay consistent. If I say that 'this is how we do something,' I have to make sure that the next time we do that thing again, the rules stay the same. If you have all that chalked out properly then you can snag material from whatever sources you want and make them your own. The world that I have created that myself and my players adventure in is called, Aventyra. And even though, when asked, I say that it is a D&D 5th edition game, really, it is a melting pot of all kinds of mechanics I have picked up from all over the place over the years. Dungeon Crawl Classics is a huge inspiration for me. This book is friggin gorgeous and, without any kind of exaggeration, I can honestly say that every single time I open this book I find something awesome and new. Whether it be something that inspires me, or a new ruleset that I think is cool, or just a particular piece of art that gets my juices flowing, there is always something in this damned book that blows my mind. It's a juggernaut of a book too. 470 pages packed between its hardcovers. Hell, just looking at the book sitting on my bookshelf makes me feel all gooey and excited. And the magic system...holy balls is it ever cool. It is easily the coolest magic system I have ever come across in my years of RPGing. I have slowly been incorporating the way magic works in this book into our own world and the 5th edition ruleset that my players and I use. It really adds a sense of danger and impact to the game that I haven't really ever seen in any other ruleset before. Magic has consequences and the risk/rewards of using Dungeon Crawl classics in my fifth edition games has really made it exciting for all of us involved. Bottom line? If you are a tabletop gamer and you see this book sitting on a shelf somewhere...you buy that motherfucker! Buy it with complete confidence that even if you don't play DCC games - you are gonna find stuff inside that will blow your mind and make yourself a better player or GM. That's a promise!

  2. 5 out of 5

    Malum

    The heavy metal, sword and sorcery, super deadly, weird magic, demon haunted game that AD&D wished it could be.

  3. 4 out of 5

    Lena Loneson

    Dungeon Crawl Classics is a ridiculously fun role-playing game in the tradition of 1970s sword and sorcery. The rules are detailed without being obnoxious, and it cuts back on some of the boring pieces from other RPGs (counting XP points, character generation, etc.). Artwork throughout is gorgeous, hilarious, and just plain awesome to look at. I had nearly as much fun reading the rules as I did playing the game, and there's always more to discover. LOVE that they made it open-source so others ca Dungeon Crawl Classics is a ridiculously fun role-playing game in the tradition of 1970s sword and sorcery. The rules are detailed without being obnoxious, and it cuts back on some of the boring pieces from other RPGs (counting XP points, character generation, etc.). Artwork throughout is gorgeous, hilarious, and just plain awesome to look at. I had nearly as much fun reading the rules as I did playing the game, and there's always more to discover. LOVE that they made it open-source so others can build on the initial concepts.

  4. 4 out of 5

    Colin

    Since 2012, this has become my favorite fantasy role-playing game, my "go-to" system for running fantasy RPGs. Inspired by the retroclones of the OSR, DCC RPG struck out on its own to make something new - the game that COULD have existed in 1974 if Gygax and Arneson had had access to these last four decades or so of RPG experience, and rooted firmly in Gygax' (in)famous Appendix N list of inspirational literature. One of the best RPGs I have ever played, if not the very best - hard to say! Give Since 2012, this has become my favorite fantasy role-playing game, my "go-to" system for running fantasy RPGs. Inspired by the retroclones of the OSR, DCC RPG struck out on its own to make something new - the game that COULD have existed in 1974 if Gygax and Arneson had had access to these last four decades or so of RPG experience, and rooted firmly in Gygax' (in)famous Appendix N list of inspirational literature. One of the best RPGs I have ever played, if not the very best - hard to say! Give it a shot, you'll love it!

  5. 5 out of 5

    Darjeeling

    Get it here: https://www.drivethrurpg.com/product/... Get it here: https://www.drivethrurpg.com/product/...

  6. 4 out of 5

    ik.ben.henri

    This is an extremely interesting rpg. Even if you don’t plan to play this, because it has very interesting concepts for every OGL d20 fantasy rpg. The first difference you’ll will notice, is the level 0 characters. They call this the CHARACTER CREATION FUNNEL. Every player rolls 3D6 for their abilities, and create 3 level 0 pc’s. They have no further classes, nor race bonuses, no modifiers, etc etc. Their hp is only a 1d4+stamina modifier. Their occupation and possessions are randomized with a d2 This is an extremely interesting rpg. Even if you don’t plan to play this, because it has very interesting concepts for every OGL d20 fantasy rpg. The first difference you’ll will notice, is the level 0 characters. They call this the CHARACTER CREATION FUNNEL. Every player rolls 3D6 for their abilities, and create 3 level 0 pc’s. They have no further classes, nor race bonuses, no modifiers, etc etc. Their hp is only a 1d4+stamina modifier. Their occupation and possessions are randomized with a d20 and a list for the results. The players play the first part of the campaign till they reach level 1. By then most pc’s will have died and the players choose which pc they will play for the rest of the campaign. the rest can become npcs. Since it only takes 10XP to reach level 1, this will probably be the next gaming session. The way you get XP is also based on successful encounters and not on kills. You don’t have to kill to learn something out of an encounter. This way it’s easier to earn XP from doing other things outside combat, in other RPG’s this also the case but the players are more encouraged to kill every enemy they see to level faster. The range of dice is also unusual. In this one you could use a d3, d4, d5, d6, d7, d8, d10, d%10, d12, d14, d16, d20, d24 and d30!! it’s looks quite complex, but it isn’t. This is called the DICE-CHAIN. When the rules says to use an improved die, you step up one die. So instead of a d6 you may use a d7. This is also cumulative, so you can step up multiple dice. The combat system isn’t necessarily based on a grid, but it can be played on a grid, on a table or just 'theater of the mind'. The MIGHTY DEEDS OF ARMS is something I really missed in other RPG’s. A warrior can declare a special move while attacking, so long it fits the situation. The warrior can try to land an attack specifically on the horns of a demon. Just roll a D3 to see if it would succeed to cut off the horns. SPELL DUELS! It’s the best magical battle concept I’ve seen so far. Basically when a spellcaster, casts a spell, like for example a magical missile, the other spellcasters who come after him in the initiative order can react immediately by casting a counterspell, for example magic shield! When that happens, they give up their actions in the normal initiative order in that round. The spellcasters who dueled must place a d20 on the table with the 10 facing upwards. The winner of the duel may change the dice one number up. The next time the spellcasters duel the difference between the numbers of their d20 are used as a bonus. The cool thing is that they can get in a sort of flow. Like in Lord of the Rings when Saruman fought against Gandalf in the second movie. (I’ve found a nice help chart for this spell system: click here ) Spells have also cool side effects! When casting the spell, the higher your spell check the better the spell results. The layout of the book is a mixed bag. Some pages look gorgeous, others not. There are different illustrators and the quality of their work isn’t always of the same height. That’s the problem, when somebody raises the bar, then the lesser illustrators look bad. The text layout isn’t always on a grid, the kerning is sometimes awful, the word-spacing and text flagging is sometimes just cringy… But the overall feel of the layout is pleasant, because it has a retro feel and it’s easy on the eye. The book is also written really well, everything is very clear. For an Rpg that claims to be for hardcore OGL 3.e players. For them it is a very accessible game.

  7. 4 out of 5

    Juho Pohjalainen

    It goes rather farther away from the old-school style of play than I would often prefer, but should I ever find myself wanting to do something closer to the new-school approach, the way 3rd and 5th edition do things, while still keeping the feel and the flavor of the times I like, then this is my game of choice.

  8. 5 out of 5

    Colin

    My go-to for fantasy RPGs, a game firmly based in Gary Gygax's Appendix N and in old-school sensibilities (with a common-sense approach to modern mechanics). DCC RPG takes everything I love about 40+ years of fantasy role-playing and distills all the best parts of it into one great game. There are certainly elements that seem like they should be a hard sell to modern gamers - an emphasis on old-school style random character generation (when most gamers now living have always been able to customi My go-to for fantasy RPGs, a game firmly based in Gary Gygax's Appendix N and in old-school sensibilities (with a common-sense approach to modern mechanics). DCC RPG takes everything I love about 40+ years of fantasy role-playing and distills all the best parts of it into one great game. There are certainly elements that seem like they should be a hard sell to modern gamers - an emphasis on old-school style random character generation (when most gamers now living have always been able to customize and build exactly the character they want), the "0-level funnel" (first game of a campaign, each starts with 4 completely random 0-level characters, and any that survive - IF any survive - become 1st-level characters for the campaign), race-as-class (i.e. Dwarf, Elf, and Halfling are classes, and no, you can't have a Dwarven Warrior or Halfling Thief), and a lack of fiddly bits like Feats and Skills and such. Oddly enough, after trying the game, these are often exactly the features that become the favorite things, not drawbacks! I can't imagine another game ever displacing DCC RPG as my favorite FRPG, and I am proud to spread its gospel wherever I go!

  9. 4 out of 5

    James West

    When my copy of this massive tome arrived I thought I might use it to bludgeon would-be thieves. It is 480 pages of hardback awesomeness. Yet the game is surprisingly light and fast. That's because the lion's share of those 480 pages is taken up by spell charts and killer artwork. The system is just stripped down D&D based on the 3.5 Open Game License. The core elements are kept: ascending AC, Difficulty Class checks, three saving throws, core mechanic, etc. While the extra baggage of 3.5, such a When my copy of this massive tome arrived I thought I might use it to bludgeon would-be thieves. It is 480 pages of hardback awesomeness. Yet the game is surprisingly light and fast. That's because the lion's share of those 480 pages is taken up by spell charts and killer artwork. The system is just stripped down D&D based on the 3.5 Open Game License. The core elements are kept: ascending AC, Difficulty Class checks, three saving throws, core mechanic, etc. While the extra baggage of 3.5, such as feats and tactical combat, are jettisoned. I've ran this game several times for new players and it is a breeze to get started and has a fun, fast play style. One of the charming elements is the character funnel. Players quickly generate 3 or 4 totally random characters. They end up with cheese-makers, mushroom farmers, wainwrights, and tax collectors. These newbs are very weak and have no special abilities. They don't even usually have a decent weapon and no money to buy armor. Then the intrepid 0-level crew dives into a dungeon and most of them are swiftly killed. Sounds brutal. And it is. But the characters that come out the other side (in my experience most of these starting parties have a 50% mortality rate) are suddenly awesome. They have real experiences, having survived REAL threats to their lives. Suddenly your cheese-maker with the Strength score of 6 is your new favorite character. Because you bonded with him in the most critical of situations. And having survived that dungeon at least one of your "plucky" PCs gets to make the choice to level up to 1st level, pick a real class (warrior, wizard, thief, cleric, dwarf, elf, halfling) and begin a proper life of adventure! One of the things I love most about the actual rulebook is the fact that it is also an incredible art book. It is lovingly illustrated with nearly every page bearing some kind of drawing. There's a fat list of old school illustrators featuring the likes of Jeff Dee and Roslof. And Doug Kovacs, a long-time Goodman Games artist, delivers the goods as well. Magic in this game is also really fun. And totally unpredictable. A low level caster can, if she rolls well, cast spells that do incredible things. Or she can fumble and cause weird, permanent damage. There are tons of spell tables detailing what happens when you cast this or that spell depending on what your final roll result is. Beautiful book, elegant presentation of the core classic rules, and very fun to play.

  10. 4 out of 5

    GrilledCheeseSamurai (Scott)

    This book is a beast. At 470 pages it far outweighs Wizards of the Coast Dungeon Masters Guide. In fact, DCC is one of my biggest gaming books on the shelves at the moment. I was blown away when I first flipped through this book. From the artwork and the general word content. If you are a fan of all the classic 70's art that dominated game boxes and sci-fi mags from back in the day then you are gonna have a blast looking at the pictures within. I have spent the better part of my time just turning This book is a beast. At 470 pages it far outweighs Wizards of the Coast Dungeon Masters Guide. In fact, DCC is one of my biggest gaming books on the shelves at the moment. I was blown away when I first flipped through this book. From the artwork and the general word content. If you are a fan of all the classic 70's art that dominated game boxes and sci-fi mags from back in the day then you are gonna have a blast looking at the pictures within. I have spent the better part of my time just turning pages and checking out all the awesome artwork. If you aren't a fan of that art style...lucky for you the whole purpose of the book is to give the reader a brilliant set of rules to run a dungeons and dragons style pen and paper adventure. And it is brilliant. I mostly play Cypher system (Monte Cook Games) and D&D 5th edition right now, that said, I still find this book an invaluable asset in running those games even though it's a different ruleset. The magic system, in particular, is very unique and I often find myself adding elements of it into my other games. I especially love the concept of 'spellburn' allowing a wizard to sacrifice something of themselves to power an especially important spell. The thing is chalked full of inspiring ideas and it's just a general treat to flip through. I've had it on my shelf for quite some time now and even still while I go through it I find interesting tidbits that I hadn't realized before. Easily one of my favorite gaming books and a must have for RPG collectors. If you are lucky enough to hunt down a copy I highly recommend scooping it up! **EDIT** Apparently, I already reviewed this book awhile back. I guess it was a different catalog number? Anyways, you can read my first review for this book HERE Not gonna lie - I kinda like my original review better. I don't know how I made two reviews for the same book but there ya go....

  11. 5 out of 5

    Sean

    Both RPG and admonition to "model the experience that predates" the worlds most popular roleplaying game. For three years, I have been playing DCC and participating in the fan culture surrounding it. I have heard the game called "silly" due to its insistence on light rules and OSR vibe, but the game experience (as with all RPGs) depends on its players. I will say that this game has an original vibe that is successfully supported by its rule structure, and the rules are familiar and simple enough Both RPG and admonition to "model the experience that predates" the worlds most popular roleplaying game. For three years, I have been playing DCC and participating in the fan culture surrounding it. I have heard the game called "silly" due to its insistence on light rules and OSR vibe, but the game experience (as with all RPGs) depends on its players. I will say that this game has an original vibe that is successfully supported by its rule structure, and the rules are familiar and simple enough that you probably already understand them if you've played an RPG any time in the past forty years.

  12. 5 out of 5

    Jennifer

    I might write a longer review at some point in the near-future, but suffice to say, this was sooooooooo worth reading!!!! DCC RPG flippin' kicks ass!! Even if I never play the game (though I hope to be judging a funnel very soon), it was worth reading. From the artwork to the overriding ethos of the game (inspired by what Joseph Goodman calls "pre-genre fantasy," aka "Appendix N" literature), the whole book is ridiculously cool and inspiring. Best rpg rulebook I have ever read! I might write a longer review at some point in the near-future, but suffice to say, this was sooooooooo worth reading!!!! DCC RPG flippin' kicks ass!! Even if I never play the game (though I hope to be judging a funnel very soon), it was worth reading. From the artwork to the overriding ethos of the game (inspired by what Joseph Goodman calls "pre-genre fantasy," aka "Appendix N" literature), the whole book is ridiculously cool and inspiring. Best rpg rulebook I have ever read!

  13. 5 out of 5

    Bryan

    Super fun. When run with the right judge, this is a fantastic game built for Swords and Sorcery / weird fiction / a bit of D&D style role-playing. I think it does this genre both weirder and simpler than other games before it. Very well done, illustrations are old school and superb, and the game play hits the sweet spot for 'theater of the mind' swords and sorcery style RPGs. Highly recommended. Super fun. When run with the right judge, this is a fantastic game built for Swords and Sorcery / weird fiction / a bit of D&D style role-playing. I think it does this genre both weirder and simpler than other games before it. Very well done, illustrations are old school and superb, and the game play hits the sweet spot for 'theater of the mind' swords and sorcery style RPGs. Highly recommended.

  14. 5 out of 5

    Quinton Baran

    This is my current go to for role playing - it allows people with little time to have fun with gaming. The action is pretty intense and survival rate is meant to be pretty low, but there are built in controls for this kind of thing. Also, the magic system feels wild and woolly. I have enjoyed playing several sessions with friends.

  15. 5 out of 5

    Keith Rains

    Still want to play this.

  16. 4 out of 5

    Darjeeling

    Get it here: https://www.drivethrurpg.com/product/... Get it here: https://www.drivethrurpg.com/product/...

  17. 5 out of 5

    Stuart

    Tied with LOTFP and Carcosa in terms of generating a novel "feel" to a traditional swords-and-spells tabletop RPG universe. SYSTEM PROS: Character generation is fast, fun and unique. AC, hit points and BABs stay low. VERY few magical items. Each character class feels and plays unique. Spell system is batshit crazy. Lots of charts. PC mortality high. Inherently disallows metagaming and powergaming. Low level play is very rewarding, and the specter of imminent death means players really enjoy their Tied with LOTFP and Carcosa in terms of generating a novel "feel" to a traditional swords-and-spells tabletop RPG universe. SYSTEM PROS: Character generation is fast, fun and unique. AC, hit points and BABs stay low. VERY few magical items. Each character class feels and plays unique. Spell system is batshit crazy. Lots of charts. PC mortality high. Inherently disallows metagaming and powergaming. Low level play is very rewarding, and the specter of imminent death means players really enjoy their accomplishments. XP system is simple and awesome. Combat system is simple and awesome. Skills system is simple and awesome. Cosmology has lots of quirks and is extremely open-ended. SYSTEM CONS: Needs crazy dice (d7, d30). I think it's cool, but it's some extra bones or some extra time/brainpower to work around. Seriously a lot of charts. Can bog down play if you're not ready. To get the full rules you're shelling out AT LEAST $25 (for a PDF). The book is worth it, but runs anywhere from $40-$75 depending on edition. The true "randomness" of certain elements can truly break narrative arcs, which might put some players and DMs off. Maybe not suitable for people new to tabletop gaming. The limits on magic and the rarity of truly powerful creatures/characters/items might be a turn-off to gamers who prefer or are used to a very high-fantasy world. A very long read for the DM. It's worth reading the entire book and there are lots of pictures (mentioned repeatedly because holy shit are they good), but it'll still take you a while to get through it. DM/REF THOUGHTS: DCC RPG is serious about being old school: The entire game world really shouldn't be more than 100 square miles, treasure should be rare, almost no magic items, etc. The DM advice to really think about what it means to have a gold coin (which, realistically, many peasants would never see in their entire lives) makes every other system feel silly by comparison. The XP and skills system are awesome, and the ideas about interacting with NPCs (very little information, no real interaction with the supernatural or magical) and monsters (why should anybody even know what an orc or a goblin is?) provide some excellent Tabletop Theory to argue about. EXTRA: The artwork is truly fantastic. Like, even if you hate the rules (you won't) the artwork is probably still worth the sticker price.

  18. 5 out of 5

    Elias

    An excellent RPG for lovers of Appendix N, the books that Gary Gygax cited as his inspiration while creating dungeons & dragons. Joseph Goodman took the list and, with his years of experience creating and publishing material for RPGs, designed what he feels is a modern version of a game with the feel of Appendix N. Overall, it's a great game to just play. You will have ability scores, and one or two numbers based off them (ie: attack bonus, armor class, saving throws), plus your equipment, plus An excellent RPG for lovers of Appendix N, the books that Gary Gygax cited as his inspiration while creating dungeons & dragons. Joseph Goodman took the list and, with his years of experience creating and publishing material for RPGs, designed what he feels is a modern version of a game with the feel of Appendix N. Overall, it's a great game to just play. You will have ability scores, and one or two numbers based off them (ie: attack bonus, armor class, saving throws), plus your equipment, plus some class abilities: mighty deeds of arms (warriors and dwarves); wizard spells (wizards and elves); cleric spells; thief skills (halfings and rogues). AND THAT'S IT! No worrying about a million minor bonuses: just go from there. Even at higher levels, you'll have more spells, but the complexity isn't there. I've found while playing this lets the group focus on character over combat. We still fight things, but we get bonuses based on descriptions and ideas, which is nice. There is a "funnel" for new games, where characters are created randomly, players start with four 0-level commoners and, over the course of play, end up with probably one first level PC to use from there. It's brutal, as minor damage does kill instantly (eg: 1hp characters). That said, of the two games I played, I saved six of eight characters from the forces of chaos attempting to devour them. One combat was down to the wire, so good fun. That said, not being able to play the barbarian I want to, or the wizard, can be frustrating; but this is only an optional method of character generation, despite being preferred by the author. If you do, then take it easy and don't cling to your initial expectations. right now I'm loving my little old lady wizard herbalist: they grow on you. You can, of course, just make up whoever. You can do that, too, no problem. There are lots of things to look up in the book, for spellcasters: spell charts when you cast. If you cast a fire spell, you roll dice: the higher the roll, the bigger the effect. If you fumble, though, bad things can happen: curses, mutations, etc. Very fun game.

  19. 4 out of 5

    Patrick

    Do you long for the days of red-box D&D, when "elf" and "magic-user" were two entries in the same category? Do you feel like modern d20 games such as Pathfinder don't require anywhere near enough dice? Enjoy character death so much you want to play something that suggests building them in triplicate? Then boy howdy, this is the system for you. If you're in the mood for an old-fashioned dungeon crawl, you could do a lot worse than this system. Do you long for the days of red-box D&D, when "elf" and "magic-user" were two entries in the same category? Do you feel like modern d20 games such as Pathfinder don't require anywhere near enough dice? Enjoy character death so much you want to play something that suggests building them in triplicate? Then boy howdy, this is the system for you. If you're in the mood for an old-fashioned dungeon crawl, you could do a lot worse than this system.

  20. 5 out of 5

    Roger

    This is by far the best d20 RPG. It simplifies mechanics that are over complicated in that "other RPG", and eliminates un-needed ones. The spellcasting system is second to none, showcasing the volatility of magic in a fantasy world. I have used this for several games, spanning several genres. Also, it's one $40 book that's huge! VS buying THREE $60 books. ($40 VS $180 entry point?!?!) This is by far the best d20 RPG. It simplifies mechanics that are over complicated in that "other RPG", and eliminates un-needed ones. The spellcasting system is second to none, showcasing the volatility of magic in a fantasy world. I have used this for several games, spanning several genres. Also, it's one $40 book that's huge! VS buying THREE $60 books. ($40 VS $180 entry point?!?!)

  21. 5 out of 5

    Christopher

    Simply an outstanding way to truly play the old D&D game on a level I am sure Gygax would have approved of. The artwork is amazing, the layout well planned and the new approaches to old rules are simply knocking it out of the park. My new goto for fast fun little planning required roleplaying.

  22. 4 out of 5

    Ryan

    Far and away my favorite RPG now. The old school 70s feel comes through in every single moment. Honestly, the most fun I have had gaming in decades.

  23. 4 out of 5

    Elias Helfer

    A very fun book, though slightly chaotic at times. Looks like a good basis for gonzo, old-school dungeon delving.

  24. 4 out of 5

    Nikky

    DCC is the real deal folks.

  25. 4 out of 5

    Oliver Brackenbury

    It's hard to review the book without reviewing the game, but I think it's important to draw the distinction. Some great games have terrible rulebooks and vice versa. I'm going to start with just the book itself. DCC RPG is a FUN book to go through. It does a great job of conveying the philosophy behind the game, which is arguably the justification for the game itself in a world already populated by D&D as well as ever so many other fantasy RPGs. The art is bright, batshit in the best way, and ver It's hard to review the book without reviewing the game, but I think it's important to draw the distinction. Some great games have terrible rulebooks and vice versa. I'm going to start with just the book itself. DCC RPG is a FUN book to go through. It does a great job of conveying the philosophy behind the game, which is arguably the justification for the game itself in a world already populated by D&D as well as ever so many other fantasy RPGs. The art is bright, batshit in the best way, and very much in line with the game's philosophy. It's definitely a pleasure to read and look at. But it has some weird gaps, like how there's plenty of detail on magic items, magic weapons, potions, scrolls, and so on...but no magic armor. There are several places where they stress how a GM, or "Judge", should be willing to just make up their own stuff but that wasn't one of them - nor should it have been. So there's consistency issues and a few gaps that don't feel like room to invent so much as an incomplete product. I admire the hell out of the DCC RPG crowd's desire to keep the game within a single rulebook, however they might want to think about either a new, more complete edition (What's another thirty pages when you're already at 450?) or relaxing that rule to allow a single, slim, supplementary book. As for the game itself? I'll get back to you when I've run it a few times, but at a glance it looks like something for people who are okay juggling lots of tables and specific rules. More than once I found myself drafting custom reference cards or character sheets with lots of page numbers for quick reference. However, given the personality of the game I can see it being just piles of fun, so who knows?

  26. 5 out of 5

    Jerry

    Possibly the best game book I've ever read. The adaptation of "classic D&D" is perfect. I have not played the game yet but it seems incredibly fun. The illustrations alone are worth it. In fact, many old school D&D artists have provided illustrations for this book. There are tribute illustrations to the AD&D books if you look carefully. Also, this book revives the early D&D cartoons with gaming humor, which I really enjoyed. Overall, the writing style is great and the way the rules are presented Possibly the best game book I've ever read. The adaptation of "classic D&D" is perfect. I have not played the game yet but it seems incredibly fun. The illustrations alone are worth it. In fact, many old school D&D artists have provided illustrations for this book. There are tribute illustrations to the AD&D books if you look carefully. Also, this book revives the early D&D cartoons with gaming humor, which I really enjoyed. Overall, the writing style is great and the way the rules are presented are just fun to read. The handling of magic in this system is really unique and acquiring new spells are the foundations of quests. They're just not selected to min/max your character. Monsters are handled nicely here too. There's a dose of science fantasy like androids, time travelers, brains in jars, etc. Demons, Dragons, and Giants are unique and scary. While maybe not as extensive a bestiary as some RPGs, there's plenty here to stock your dungeon and more advice on making your own creatures. If you ever played AD&D you should at least read this book. It is definitely in the mold of "Appendix N!"

  27. 4 out of 5

    John Smith

    A Fantastic old school rpg that captures the feel of the appendix n fantasy and science fiction that inspired Dungeons and Dragons. Very interesting and different way of handling magic and critical hits and critical failures in game.

  28. 4 out of 5

    Horrorsage

    There are a lot of things in here I like, but some of the usages of non standard DnD dice makes it weird to play

  29. 4 out of 5

    John Sinclair

    Well done.

  30. 5 out of 5

    Jason Vanhee

    The art is amazing. The rules are hit and miss, some incredibly cool stuff and some...less so. The GM advice and material is not great. On the whole, I like it but don't love it. The art is amazing. The rules are hit and miss, some incredibly cool stuff and some...less so. The GM advice and material is not great. On the whole, I like it but don't love it.

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