I've finally started a Wilderlands campaign using my heavily house-ruled version of Dungeon Crawl Classics (DCC). My goals are to provide challenge-based sandbox play in the mold of Ben Robbins' West Marches campaign and especially Eero Tuovinen's D&D campaigns (a huge topic you'll have to google by yourself if you are interested). To get the hang of the rules in practice, I've settled on the acclaimed Barrowmaze as a starting point. I plan on opening up the Wilderlands world as the game progresses.
DCC, especially in my version, offers fast character creation (to make a lethal game viable), fast play (to get lots of stuff done), high lethality (to make choices and die rolls matter) and its trademark unpredictability (to protect against lingering habits to railroad and to generate an Appendix N-feel).
DCC, especially in my version, offers fast character creation (to make a lethal game viable), fast play (to get lots of stuff done), high lethality (to make choices and die rolls matter) and its trademark unpredictability (to protect against lingering habits to railroad and to generate an Appendix N-feel).
The Wilderlands offers just the right ratio of inspiring detail and white space on outstanding maps. I'm using the excellent if somewhat verbose Necromancer edition. Of course, I've heavily modified the setting, too.
I plan to provide the first couple of session reports soon and to then switch to a more regular schedule.
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