Wednesday, November 19, 2025

53. Dungeon Crawl Classics core rulebook by Joseph Goodman

I had to get the Erol Otus cover
If you want to find a reason for my lack of reading in the last couple of months, it is to this tome that you can point the finger.  I did actually read it cover to cover, which I don't believe I have ever done for a tabletop role-playing game before.  However, "reading" an RPG book, usually then triggers a myriad of other activities, such as hunting down multiple other source materials (such as adventures and supplementary rulebooks, older versions), going online to ask questions (an entire internet history is here in the TTRPG sector from usenet to fora to blogs to G+ and today to Discord), creating your own content and finally actually playing!

All these things have happened.  Now that I have had a chance to actually play and GM, my mania has subsided to a more consistent, sustainable level and I have picked up linear non-fiction books again.  So I will limit this post to a broad review of the DCC core rulebook and leave the TTRPG nerdiness to other places of expression.

Goodman Games started out designing adventures for D&D 3rd edition and kept doing that right into 5th.  As D&D evolved, I guess he realized that the system was not fitting the kinds of adventures they were making, which tended towards the kind of fantasy found in sci-fi and fantasy fiction from the mid-twentieth century, which in turn was the material that strongly influenced the original versions of D&D.  It is extremely hard to pinpoint any one playstyle, but very broadly speaking, D&D back in the 80s had less powerful player-characters and was focused more on dungeon exploration and what we call "emergent story" where narrative would come out of whatever weird shit happened in a dungeon.  The term "murder hoboes" captures it well.  In today's D&D, the adventures and campaigns are structured around long-term narratives involving character development and the PCs are insanely powerful ("Fantasy Avengers").  Death is really no longer an option.

Beyond the D&D RPG system, it is the famous "Appendix N" that influences DCC the most. This was a section in the back of the AD&D Dungeon Master's Guide that listed the fiction that influenced D&D. It is an exceptional list of some genre classics and some relatively obscure.  

DCC builds on the spirit of orginal D&D but has its own slightly more complex ruleset that involves lots of great random tables.  The book is just under 500 pages but probably only 100 pages is actual rules.  The bulk of the book are the spells. Each spell has a table of results which vary wildly and are a blast to read. I laughed out loud several times.  

Engaging with an RPG is an ongoing, dynamic and multi-media experience.  You read it, you talk about it with others, you play it and ultimately, you run it as a GM (gamemaster or what they call "judge" in the DCC world, to emphasize the notion that you are there to interpret the outcomes based on the rules, not guide them).  There is no ultimate understanding of an RPG.  It's a dialectic.  I played in a few online one-shots and then ran a few sessions with my friends.  It went fairly well, but we didn't get in deep enough to really take advantage of the crazy magic.  Another friend is now the GM, which is great as I only have to play, but if he wants to take a break, I'd be happy to get back behind the screen.

Magic is powerful but not without consequences
in Dungeon Crawl Classics


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