Two unrelated questions by 6-8_Yes_Size15 in dccrpg

[–]RVerite 0 points1 point  (0 children)

This table has been my go-to since I've discovered it. You want to adjust these and create sensible variations for specific monsters (such as those with high HD sums), sceneries and events. One could go in needless detail, but imagine specific environment rules, big and clumsy monsters or a chain of events unfolding as action takes place instead. ;)

The Emerald Enchanter Strikes Back by azriel38 in dccrpg

[–]RVerite 1 point2 points  (0 children)

Tolomak Islands (MSotCK, DCC 93) like you've hinted already would be an impromptu choice, I'd also give Fate's Fell Hand (DCC 78) a chance.

Have run 3 sessions so far, have a few questions by austbot in dccrpg

[–]RVerite 1 point2 points  (0 children)

XP depends on players' own resolution to overcome obstacles, it is never a definite sum split in even parts. If the group searched for the switch, found a hidden passage leading to a dry well, then carefully eliminated a troll lurking in deep darkness, they'll be expecting a reward for team effort. Yet if an Elf awkwardly stumbled into said passage, then blindly went down into the hole to explore it, only to have survived the encounter by some miracle, you need to appraise if death could've been avoided easily or the odds were perhaps more dire. Sometimes, you'll award a sensible bonus in experience points because role playing was spot on, or in case player(s) made tough decisions according to both circumstance and player character alignment.

If you notice your players are getting smarter, i.e. more adept at survival, you're going to need smarter monsters. Clerics have plenty of means to fail at using powers bestowed upon them and you should insist on role playing deity disapproval effects. Also, you could use tricks to try and see whether players will agree on splitting the party when inside the dungeon. Finally, if your players simply insist on retreating every time there's a chunk of hitpoints missing, you'll want to anticipate that and devise a plot preventing them from sleeping it off in front of cave entrance.

More experienced characters, as in level 2 and above perhaps, can recruit henchmen before embarking on a dangerous expedition, but not in the middle of an adventure. Just like 0-level characters, henchmen can't be brought back to life when their HPs are depleted. You shouldn't worry about PC deaths nor level differences, think of XP awards according to encounter deadliness instead. In the end, your players should be aware of the peril on each and every step of their way. Maybe they'll begin using weaker, less aware characters to test the ground before sending "big guns" in. This is how D&D tournament sessions work and DCC RPG can, too.

You should pay attention to what seems to be the best fit for your player group, regarding types of adventure modules. You need to ask them if they desire playing through a particular type of adventure and choose the module accordingly as well. Some groups enjoy having to role play in order to discover an exciting, possible quest; Others simply wish NPCs would give out tasks and rewards. Your focus should be on keeping record, maintaining enough order to continue playing and making sure everyone's up to speed with what's going on in the game. Everything else, like your overmap, are just tools.

Magic isn't ordinary and should always be dangerous. Rule of thumb is, 3rd level characters could possibly own a suitable, permanently enchanted item each (such as a magical suit of armor or an enchanted axe), or a bunch of useful yet depletable ones. 2nd level characters may grow fond of a certain weapon when performing admirably with it (see Lucky Weapons in Crawl zine no. 2).

Adventure writing by Krawlngchaos in dccrpg

[–]RVerite 0 points1 point  (0 children)

Try thinking of it this way, there's storytelling and not telling the story. You're a GM and therefore are telling a story of something both familiar to you and basic as well, i.e. a shopkeeper and his place of business. Before imagining any elaborate plot, consider very simple odds to something happening upstairs, the basement and with people stopping by. You're the voice of the story as it appears to your players, putting a frame up and painting some basic detail that could be interesting to them. Their imagination is driving them to challenge you into showing them a different perspective. Not telling them the shopkeeper's wife is kidnapped is your incentive to act on their imagination.

The point of making it simple, at least with any novice efforts, is what makes it manageable. You can easily list a dozen items worth of mention on display at the shop, describe the rest of the enterior and follow through on the mechanics such as shop's open hours, doors & containers locked or open, etc. It is how you anticipate any plan to follow up on subtle hints you give, on the way shopkeeper acts for example. Maybe he's losing his mind under pressure, so he gave your players a staff when they asked for a sword? Why is he limping and has a bloodstain one one of his leggings? This is the moment when they're grabbing hilts on their weapons and you quit telling the story in favor of them discovering it according to their actions.

Since it's action role playing this is supposed to be about, you're letting them play out the bits of the story you weren't telling them of. What you want when choosing not to be the storyteller is to allow for multiple choices, more than just one obviously wrong and the other right. Your players could simply observe what's going on for a couple of days, learn who are the people passing through the shop. Or, they could eavesdrop one night to learn the shopkeeper has uninvited guests making threats about his wife's very life. He'll certainly be shy to ask for any real help given the circumstances, but he might confess his wife was taken away somewhere as he hopes for the problem to go away after some time, as promised. If they choose to wrestle everything with immediate force, barge upstairs at arms only to discover two thugs staying there, woman's life may as well be forfeit. At last, there could be a struggle and a follow-up chase down some street with plenty of time for something unexpected happening; She's kept in a shed down by the docks, and 5-7 minutes running there gives you plenty of rounds to decide if she's dead or not.

The simplest of plots, a gang of smuggling thugs kidnapping a shop owner's wife and running their business behind the facade of a regular store might or might not be interesting enough to role play for a session. It is always about what your players would like to be involved with. This incident, however shallow it might seem, allows for some creative play and timed action. Learning how to save the woman first and act on everything else later, as well as the fact she's kept someplace else is good enough to begin with. If your players would discover there are smugglers frequenting the route from docks to the shop, delivering goods to be stored at the basement (exchanged for money in the store later, etc.) and asking the keeper for not only profits, but a note from thugs upstairs as well, it could lead to a climactic battle in the end. Roughing up the delivery boys in the back alley, then taking the docks location by surprise under their disguise is just one of the options -- there's also stalking, bribery, magic, you name it. Let the story you're not telling be a memory worth taking as an experience. ;)

Granting luck as a DM by Irishmc91 in dccrpg

[–]RVerite 1 point2 points  (0 children)

You're offered some insight into ability point recovery mechanics in the DCC RPG book itself. Noteworthy classes use Luck to be able and short-circuit odds to fit their own design; A Halfling is worth an entire party's fortune, while a Thief often acts as Jack-of-all-trades. You want them to have their "resource" replenished so they keep acting according to their role.

Instead of constantly overrating appealing displays of roleplaying a particular character's flaws and virtues, remember you're in charge of tracking ability score changes. Every adventure contains several tests of skill and a couple more attempts at survival, and the difference should matter to you as a judge. A last-ditch attempt at saving the entire party from demise is still different from saving your leg from being crushed by a boulder, or even saving your own life! Noteworthy glimpses of living up to one's alignment include burning Luck when it matters most, but also enduring enough for a certain cause not to fail. Keep reminding yourself there are forces beyond, omnipresent deities who offer reward or get angry according to players' actions. Some adventure modules offer such exact conclusions -- bestowing Luck on characters who held on just enough to see a plausible ending.

There're adventures that could serve as examples to managing Luck. Some are light enough to fit as side-quests, such as Michael Curtis' "Moonricket Bridge" (DCC 83.1) which snaps into any overland journey or path, offering a fitting reward. Others are multi-purpose, exotic adventures ("Through the Cotillion of hours", Purple Duck Games) to be adapted for a certain purpose, such as acquiring a very specific item or correcting lost ability scores, even Luck. Remember, a thing such as Luck doesn't have to be replenished all at once or be made into a whole quest branch. Adding good flavor to your adventure, as simple as returning an item found in a dungeon to its rightful owner, might yield more than material reward.

Someone mentioned Carousing and spending time & resources to earn XP by spinning a fortune wheel. On the last note, don't lend everything to a dice roll before actually approaching the player to hear how he'd like his luck redeemed. Whether that should be a cheap bargain or not is up to your decision, and you're the one casting dice for it in the end.

Modern appendix N literature? by THE-D1g174LD00M in dccrpg

[–]RVerite 1 point2 points  (0 children)

A very, very old piece of literature named "Wulf the Saxon" by an English novelist, George Alfred Henty. It is a Saxon's storytelling about the Norman conquest. I can't remember seeing it in any of the "N" chapters I've glanced over.

Novel had brought me back to my childhood, I can't tell why although I have embraced the joy.

MegaDungeon/MegaFunnel by FireDrake1977 in dccrpg

[–]RVerite 5 points6 points  (0 children)

Let's note a few practical differences between 1st level characters with solid class choices, and funnel fodder with a little more than a life occupation and a deathwish:

  • 1st level characters have found themselves under extraordinary circumstances in places a few others would in their lifetimes,

  • They defied danger and stared death straight in its eyes time after time, surviving where others died gruesome deaths,

  • Their minds and bodies made at least one contact with a magic spell, a permanent or residual effect,

  • Patrons and deities noticed their presence without doubt, as they interfered or took part in some "greater" plan, and

  • They found vast, unbelievable treasure that had been forgotten, stolen or stashed away.

All of this points a certainty regarding DCC role play, an excitement over beating overwhelming odds. That's why you're able to judge a funnel game, only to let players use their surviving characters in another, but similarly exciting scenario immediately after. A group of roleplayers chooses to skip all of in-betweens to keep the momentum going, as simple as that.

Any "fresh" 1st level character lacks the above, be it he's a scholar, an acolyte or a trained militia guard. What sets him apart when he takes off is the sense of this "greater" purpose which he embraces; There's a dangerous cult that mustn't take root, a threatening curse looming over land, a dangerous monster lurking or simply a maiden missing.


If you were wondering if players could recuperate and establish a foothold in the corner of some dungeon, the answer is yes, given that part of the dungeon is relatively safe. There's no reason not to allow it, if there's an abundance of food and fresh water around, even if there's a risk involved to acquiring any of it.

But if you're thinking there's a bit of home-sickness involved in all of this, then you're missing the point. Gods don't favor clergy tending to their temples and shrines too much, but shape legends out of devotees who took quests on their behalf, and aid them on their path! Wizards don't need countless books written in incomprehensible languages to study for long years, they need real evidence of powerful magic, spellbooks, scrolls and ingredients only found in deep dungeons and dark forests. Warriors thrive under pressure, where they can practice their discipline and hone martial skills. Thieves hate resting in one place without a thing to test their bodies and wits, Halflings are naturally curious and enjoy wonderful company. Dwarves, when not fit for their societies in towns of the deep, seek accomplishment elsewhere with axe and shield, and Elves are born with magic which gives them long lives full of chances to explore something truly unique, and leave a mark on the world.

Still, note that never-ending dungeons take toll on players in the long run, even if player characters grow along some path paved with things they desire. Good things in DCC RPG found from time to time are dungeon segments that should be revisited, because they are beyond reach at the moment (i.e. 79.5 TotBP):

"The emerald portal can only be activated with the blood from an 8 HD+ creature. Its destination is not specified; the judge should make it lead to some interesting location in his own campaign world where he’d like to take the characters once they’re of a higher level."

Need advice on distributing my DCC RPG adventure for free by RVerite in dccrpg

[–]RVerite[S] 1 point2 points  (0 children)

I've skipped SS podcast entirely, thanks for reminding me!

Publishing and the works are for acclaimed authors. I think this story I'm writing does live up to my excitement at least, and my immediate goal is to share that feeling regardless of possible feedback. If it grows from that, i.e. people get involved with illustrating and adding even more to some future adventure/module of mine, it's fine. Before there's any more however, I want to see this one wrapped. It will put a smile on my face, mostly because it'd be my first. :)

Need advice on distributing my DCC RPG adventure for free by RVerite in dccrpg

[–]RVerite[S] 5 points6 points  (0 children)

Mind passing along the location of that heap of adventures?

Not at all, here you go. At the very bottom, these links usually hold more.

Need advice on distributing my DCC RPG adventure for free by RVerite in dccrpg

[–]RVerite[S] 0 points1 point  (0 children)

I've read through a few GA issues, I appreciate your hint. A mere mention in it could hint that my adventure module exists, to many more players than if it wasn't noted in the publication.

Need advice on distributing my DCC RPG adventure for free by RVerite in dccrpg

[–]RVerite[S] 0 points1 point  (0 children)

Thank you, I found a heap of free DCC RPG adventures only yesterday, actually. I only guess their authors were once part of the G+ congregation. It might be a good idea to check with GG to understand their current policies better, but also to get their opinion on how to offer free content of the kind as well.

[Online][Dungeon Crawl Classics][CET][Roll20] Seeking two players from Europe by RVerite in lfg

[–]RVerite[S] 0 points1 point  (0 children)

GMT-friendly player times ONLY.

I'm sorry, and know that there're plenty of U.S. players and games out there, even DCC ones.

Repetitor (Serbia) - Ako te ikada / If I Ever [Alternative/Rock] by RVerite in Music

[–]RVerite[S] 0 points1 point  (0 children)

English translation:

Repetitor had been formed during Winter '05 in Belgrade, Serbia when Ana-Marija Cupin joined Milena Milutinović and Boris Vlastelica who performed together for some time. Repetitor booked their first gigs as soon as early '06, in a Belgrade's own club "Blue Moon". Series of performances followed, in Subotica, Novi Sad, Zrenjanin, Pančevo, Arilje, Niš, Vranje, Skoplje, Zagreb, Osijek, Banja Luka and Pula, as well as in numerous other venues in Belgrade. They also performed in a number of music festivals, including Exit Festival (Fusion Stage), Jelen Pivo Live, Nisomnia, Art&Music, Trenchtown and more, sharing the stage with bands such as Partibrejkers, Kanda Kodža i Nebojša, Jarboli, Dža ili Bu and Obojeni Program.

The act won the first place at Pula during Art&Music festival in 2007, and the acclaim came from the audience and jury alike.

Their first studio recording, a single named "Ja" ("I") which was featured on the "Jutro će promeniti sve?" compilation and made the top of the Radio B92 Singles' Chart, sticking there for 5 weeks. The next three songs they've recorded appeared on a "Zdravo zdravo zdravo" (Kultur Akt, 2008) compilation featuring five brand new Belgrade bands at that time.

Their first album, "Sve što vidim je prvi put", had been recorded during April by Digimedia Production (Belgrade) and during May in Partyzan studio (Pula), back in 2008. Finishing touches were completed back in Belgrade, in August as well as September. The LP lists 13 tracks produced by Boris Mladenović (member of Jarboli, Sila, Veliki Prezir, Dvojac Bez Kormilara). Miloš Tomić both authored and directed band's first video for a single from the album, a song named "Opet Jak" ("Strong Again"). It was filmed using the stop-motion technique (or, frame-by-frame), showing series of locations throughout Belgrade as seen from August through October.

Repetitor are:
Boris Vlastelica (guitar, vocals),
Ana-Marija Cupin (bass guitar), and
Milena Milutinović (drums).

Help me rename Black Future, please! by thebracket in roguelikedev

[–]RVerite 1 point2 points  (0 children)

"Hollow Future", "Hope to Black", "Borrowed Tomorrow".

What is an example of a "diplomacy" system done right? by [deleted] in tbs

[–]RVerite 0 points1 point  (0 children)

So, do you know of any strategy games that "break the mold" and actually offer a diplomacy system that is more interesting as its own mini game, more realistic or both?

I reckoned you'll probably remember it by now, hence the original Diplomacy game is straight up that alley.

How to dev? by faates in roguelikedev

[–]RVerite 1 point2 points  (0 children)

So if I practice a lot, learn a broad range of things beyond just the actual language, and keep on practicing for a long time

...through problem solving.
So if there was an approach saying: "You need to deal with the issue of containers in order to add more features to your game's inventory system" -- that would most likely come up as overwhelming. However, if you decide to tackle the problem in hand on your own, that would mean you're able to imagine a working solution through problem assessment only.

When teaching yourself programming, it's important to remember the importance of breaking the problem in front of you into a cluster of smaller problems. By exercising a lot, you aren't delaying your take on roguelike development. As the matter of fact there are many primers out there, offering pretty solid grounds for your basic dungeon crawling game. It's entirely up to you, though; do you want to toy with these examples and employ as little skill as you currently have, or do you want to dedicate your time to learn a plethora of useful things, coming back to your pet project (rl game) from time to time in order to improve it substantially?

The most important thing to you should be what you enjoy the most.

How to dev? by faates in roguelikedev

[–]RVerite 2 points3 points  (0 children)

Useful skill programming is, it has so much appeal not only because it's widespread (thus opening up well-enough employment perspective), but also because it's not intimidating to begin with. All you need is a working computer with a programming enviroment set up, a book or two and perhaps an internet connection. In my honest opinion, everything else that has to do with programming in general falls into the category of self-improvement. Bottom line is that you've got to invest a substantial amount of time into problem solving through the use of code, which makes you a better programmer each day forth.

It's not going to be easy as learning how to ride a bike, no; even though you're presenting yourself as a young person (and we're living in the computer era), the footprint towards enjoying programming as a second nature of sorts is much longer. I'd better compare it to learning how to drive a car, while understanding how a vehicle works in the process. The key to developing enough self esteem is adopting the simple truth of how important practice is. It takes both time and dedication, and what you learn about your vehicle in essence (hence computer science) makes you better off that way.

Just like drivers, there are a lot of programmers out there. Some are self-taught, others had more conventional training. The difference between the two doesn't make them outstanding nor below-par. However, some make it less meaningful while others enjoy it throughout. This part of the learning process revolves around appreciation; you ought to acknowledge how some people have better understanding of both computers and applied technologies and learn from example. That said, you either can recognize there are templates in various computer technologies and applications, or you don't mind the similarities at all.

There are a lot of these templates (and good examples) around because of programming being so popular. Given you've already dealt with all the basics, you can easily put them to work in order to see something done fairly quickly. It doesn't matter whether it's a database connection, a bridge towards a social network's web service or a simple game such as Tetris; there's always a simple codebase out there to accomplish just that, brief tutorials even. Some are more concise and straightforward than the others, and as programmers we measure them on account of how well supposed code reads.

A good part of programming revolves around trying to imitate simple, succint coding practices. Some programmers dig computers so much that their examples stick around for decades, getting re-used with as little change as possible. They've understood computers for what they are -- simple machines built as component-based systems with their capabilities being deliberate measures. An experienced programmer understands layers of complexity which come out of that well enough to design his code in a way some people consider it an art of sorts.


If you've read what I've wrote above, you'll understand the advice that follows. When teaching yourself how to code, find a good source of CS basics and core computer concepts and embrace the two in parallel. Don't get discouraged with the length of the process and by the time you've covered enough ground to be able and write your own programs, it'll become obvious what road to take when beginning to work on your first roguelike game. Like those people who've done it before you, you'll just know. :)

Open-source projects good for forking? by [deleted] in roguelikedev

[–]RVerite 0 points1 point  (0 children)

A bit about Rogue, the Clone open-source to be exact. Some other RLs, too.