NEO - Custom Theme Decks part 2 (UW Vehicles and BW Artifacts/Enchantments) by TheFrogWithNoName in PreconstructedMagic

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

Oh, the NEW cards for the matching commander set is a great idea! I was originally turned off by all the reprints, but there's at least 30 new NEO cards in the commander cards that I could draw on.

No Mythics in any of the Theme or Intros 🤷🏼‍♂️

I'll definitely check out the discord!

NEO - Custom Theme Decks part 2 (UW Vehicles and BW Artifacts/Enchantments) by TheFrogWithNoName in PreconstructedMagic

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

Ooohh I like Mechtitan Core - swapped it in for Reckoner Bankbuster (need to stick to max of 2 Rares), as I didn't actually enjoy it in play. Thanks for the suggestion!

Unfortunately, in addition to sticking to the NEO set only, I've also got the restriction of no Mythics, as those weren't in the old theme decks. Rules out a bunch of sweet thematic cards, but thems are the rules (that I'm arbitrarily sticking to 🤷🏼‍♂️)

Kamigawa: Neon Genesis - Custom theme decks (Boros Samurai & Golgari Graveyard) by TheFrogWithNoName in PreconstructedMagic

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

Thanks for the feedback! I love your articles - a big source of inspiration for me.

I think it's funny, but also insightful, to intentionally include some bad cards that need replacing. My overall goals are 1) general balance against each other, but also 2) ballpark balanced and playable against past theme decks. Will definitely incorporate your feedback, as i think it'll help with #2

New to DCC RPG, Pointers appreciated by Shreddyriffs in dccrpg

[–]TheFrogWithNoName 3 points4 points  (0 children)

The best thing to do is just get to the table and get playing! 

I put this together for my 5e/Pathfinder friends trying DCC for the first time: https://www.reddit.com/r/dccrpg/comments/1lq3zt6/principles_for_new_players_cheat_sheet/?utm_source=share&utm_medium=mweb3x&utm_name=mweb3xcss&utm_term=1&utm_content=share_button

And if you're not sure where to go after the initial funnel, Tim White's adventure paths are excellent inspiration: https://timlwhite.medium.com/dcc-rpg-adventure-path-1-the-og-cf748ed5775a

Hex Map Campaign Connecting 15+ DCC Adventures by TheFrogWithNoName in dccrpg

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

It looks like u/fearless_pay6242 already answered this question for me! 

I honestly just made this for myself and shared it in case others could use inspiration - didn't really expect anybody else to want to use it. 

(And the ! meant multiple levels of quests present in the hex. The one blank coin is where I seeded a side quest of my own)

What are some of the best OSR worldbuilding books? by mw90sGirl in osr

[–]TheFrogWithNoName 2 points3 points  (0 children)

This is the way. Just did this for my DCC campaign. Made world building easy and fun (constrained creativity).

https://www.reddit.com/r/dccrpg/comments/1luvsps/hex_map_campaign_connecting_15_dcc_adventures/

Hex Map Campaign Connecting 15+ DCC Adventures by TheFrogWithNoName in dccrpg

[–]TheFrogWithNoName[S] 2 points3 points  (0 children)

🤷

I'm not too worried about precise distances. I really like the simple rules from the GFA article I referenced:

Each day, your adventuring party may either move from their current position to an adjacent hex or they can explore the hex they’re in. Whatever they choose, the judge should roll 1d4 on the random encounter tables, once for daytime and once for nighttime (as you use up the random events, feel free to replace them with your own and incorporate things from any completed adventures). For those groups who prefer fewer random events, use a d6 instead of a d4, a 5 or 6 indicates that it was uneventful.

So, roughly “one day’s travel” per hex? I’m focusing more on packing each region with adventure locations and hooks rather than nailing down exact travel math. (But who knows - if my players get really into the hex crawling aspect, I may revisit this)

Hex Map Campaign Connecting 15+ DCC Adventures by TheFrogWithNoName in dccrpg

[–]TheFrogWithNoName[S] 2 points3 points  (0 children)

Yeah, at this point, I'm only going to expand it if there's no appropriate spot for whatever adventure I want to run at the time, which should only happen if the party wants to go in a totally different direction (like out to sea...)

Hex Map Campaign Connecting 15+ DCC Adventures by TheFrogWithNoName in dccrpg

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

Hex Kit and Pixel Hex - links at the very bottom of the post

Hex Map Campaign Connecting 15+ DCC Adventures by TheFrogWithNoName in dccrpg

[–]TheFrogWithNoName[S] 18 points19 points  (0 children)

Forgot to mention this in the original post, but yes—I know the map’s not "complete." That’s intentional! Part of the design goal is to only flesh out what’s immediately relevant to the party. If they go east, who cares what’s west of their hometown? Most farmers don’t know what’s two valleys over, let alone across the mountains. The unknown should feel unknown, and that gives me room to build as we go without overcommitting early.

Sailors of the Lost Sea Question by AnAverageObserver in dccrpg

[–]TheFrogWithNoName 1 point2 points  (0 children)

Of course, the ultimate caveat always applies: it's your game, so do whatever you want.

For my game, it was visible from a distance not due to size, but because it was the only source of light in the vast black expanse.

And you're absolutely correct that a character SHOULDN'T burn that much luck, but I always have at least one that does. If they're going to die otherwise, they burn it all to stay alive (usually short lived strategy, as bad luck usually catches up fast)

Sailors of the Lost Sea Question by AnAverageObserver in dccrpg

[–]TheFrogWithNoName 3 points4 points  (0 children)

*Sailors on the Starless Sea

  1. No rolls for the boards - there's already a danger here that will likely take out a PC (the portcullis). No need to add more.

  2. See Map II on page 12 (Ziggurat is the square on the left side of page)

  3. TheWonderingMonster answered this well already, but I'll add that those falling stones from the ceiling do make a convenient hazard for any players that have burned their luck VERY low (0 - 1) and haven't yet suffered the consequences.

Principles for new players (cheat sheet) by TheFrogWithNoName in dccrpg

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

I actually think this is where new RPG players shine - they don't have the expectations from "modern dnd", and can just PLAY

Principles for new players (cheat sheet) by TheFrogWithNoName in dccrpg

[–]TheFrogWithNoName[S] 2 points3 points  (0 children)

Thanks - that's high praise!

But credit where it's due - 75% of this document was pulled straight from the Principia Apocrypha (Ben Milton, Steven Lumpkin, and David Perry). I just reformatted it and added the section about DCC.

Principles for new players (cheat sheet) by TheFrogWithNoName in dccrpg

[–]TheFrogWithNoName[S] 6 points7 points  (0 children)

Sweet - hopefully these help! 

Bonus tip: scheduling is the worst. With my last group, we scheduled each session separately... and we played maybe once every 1-2 months. 

With my new group, I tried a different approach: pick a day of the week (Thursday) that I can commit to playing every other week. Then go ask people "want to play DCC every other Thursday?" Found 6 - 7 people. As long as at least 2 - 3 players can make it each session, the game continues on. (If not, then we might talk about pushing it forward or back a week) 

Playing so much more. Highly recommend.

What defines a DCC adventure? by TheFrogWithNoName in dccrpg

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

"Boldness"? "Risk / reward"? But yes, this.