DCC and the The Two-Room Dungeon (Dungeon Crawl Classics)

There's a bar near me that does an RPG night every week. We use DCC, so goofy with lots of random tables. Character creation happens fast, they're super-disposable, so no one gets overly-attached. There's no broken builds, just lucky rolls, you make do with what got generated. It's a rotating crowd of people; between 6 and 15 turn up every week, you can't assume the same people will be there next week, so adventures finish that night or they generally don't finish. There's really only 3-3.5 hours of game that can happen.

From all these elements, an optimal adventure formula has been derived: the Two-Room Dungeon. A Room is ultimately a scenario with an encounter in it, and could be one level of a two-story building, or a spooky abandoned village with the second room being the basement where the cult sacrifice ritual is happening

>PCs start at the door to the dungeon. Some element draws them in, either a crisis in the midst of happening, a surprise attack, or a tantalizing curiosity on the door. They're given the opportunity before to have bought stuff in town.

>First act, players explore to find an encounter, or get ambushed and explore to find the next encounter. Some sort of tool or item is found that either unlocks the door to the next "Room" or will be of use in the next encounter, or a sub-mechanic is introduced.

>Break. Drink/Smoke/Weed/Food

>Second act: First act again, the second encounter is a consequence of the first and/or resolves the dungeon. The sub-mechanic pays off, chekovs' guns are fired, the boss is killed.

>Boss dies, XP handed out, Treasure and gear is split. Any magical gear should have some relation to the sub-mechanic or the boss's abilities. Magic Item rewards should have some consumable element or eventually break, to stop them from accruing.

Based on these parameters, what sorts of adventures would you run?

>>ITT: Taking All Two-Room Dungeon Pitches

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  1. 3 weeks ago
    Anonymous

    >two-room
    How is that in any way a dungeon.

    • 3 weeks ago
      Anonymous

      >and could be one level of a two-story building, or a spooky abandoned village with the second room being the basement where the cult sacrifice ritual is happening
      Maybe read the post, OP's group obv doesn't refer to literal rooms.
      Kind of weird but whatever.

      • 3 weeks ago
        Anonymous

        It's a two-room dungeon in a similar way to the Orc and the Pie being a technically-complete adventure.

        I guess you could call it a two-act dungeon. Here's an example, I'm working on refining the format.

        • 3 weeks ago
          Anonymous

          And a second one, this wound up being not quite long enough, got finished early.

        • 3 weeks ago
          Anonymous

          And a second one, this wound up being not quite long enough, got finished early.

          I like this idea, Give me a while and ill return with an adventure for you. Idk DCC stat blocks so ill have to wing that a bit

        • 3 weeks ago
          Anonymous

          And a second one, this wound up being not quite long enough, got finished early.

          These are good 1-2-page dungeons. Post them in the OSR thread.

          • 3 weeks ago
            Anonymous

            The Dungeon is not a Dungeon thing makes more sense than the room thing. How is clearing out a ganger flophouse in Shadowrun not a dungeon crawl?

  2. 3 weeks ago
    Anonymous

    >2 room dungeon
    >for when DCC's already watered down convention slop is too much for your hipster bar gaemers
    lmao even

  3. 3 weeks ago
    Anonymous

    >the Two-Room Dungeon
    >except the Dungeon is not a dungeon and the Rooms aren't rooms
    Well, then frick you, I guess.

  4. 3 weeks ago
    Anonymous

    I'm gonna play this game in a couple weeks. Never played a TTRPG before.

    • 3 weeks ago
      Anonymous

      It's pretty fun with the right mindset (korgoth of barbaria). I would read the quick start rules so you have a good idea how to play, and remember that you can use luck on ANY roll you make (deed die, damage, technically HP or crit tables but it's a bit convoluted)

      • 3 weeks ago
        Anonymous

        I made sure to get the quick start rules in the hands of my three players and even went ahead and snagged a copy of the rule book. I also picked up Sailors of the Starless Sea.
        Game seems to offer exactly what I would want out of an RPG. Seems very fun.

        • 3 weeks ago
          Anonymous

          Sailors of the starless sea is a lot of fun, it's a bit long tho. Plan for 6-10 hours, more if you do the extra plant side dungeon. The escape is also a really good way to segue into a proper adventuring group with expenses

          • 3 weeks ago
            Anonymous

            >The escape is also a really good way to segue into a proper adventuring group with expenses
            Awesome, I was curious about this.
            I tried to set the expectation that it might take a couple of sessions to play through Sailors, and it sounded like they were down.
            I'll definitely check out the annual, too. If I were playing myself I'd probably play a cleric.

        • 3 weeks ago
          Anonymous

          I forgot to say that the annual also has some really fun patrons and stuff for clerics, I'd you like the core rules

  5. 3 weeks ago
    Anonymous

    DCC is my favorite way to play now, just always good fun

  6. 3 weeks ago
    Anonymous

    DCC is cool but this two-scene shit is lame and an insult to it. An encounter, a battle, a puzzle, a scenario, sure whatever but that's not an "adventure".
    >XP handed out, Treasure and gear
    lol

  7. 3 weeks ago
    Anonymous

    Does anyone have a good homebrew for magic rod? I made a pretty decent one for wands, where wands always cast at a specific spell level, but you roll a percentage die vs levels of corruption. The initial spell check is for the level of spell effect and the range for the corruption percentage die

  8. 3 weeks ago
    Anonymous

    the players fall down a dungeon floor, they need to escape

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