“The City owns those who Belong.”
The City of Ironwall was one of the main campaign locations for the second season of our ongoing DCC campaign. It is a large, sprawling place, with adventure hooks and mysterious dangers galore. I finally managed to complete the article describing its districts, and here it is for all of you to enjoy during the holidays.
So, from all of us to all of you, have a good season of mirth and darkness!
DCC City supplement – The City of Ironwall
Illustrations by the extremely urban Joni Kesti.
“Your mother was a hamster and your father smelt of elderberries!”
– some irritating Frenchman, Arthurian times
Now, I suspect that this may be a little controversial, especially for Judges who like their DCC clean-cut, with none of this newfangled race-template silliness. Nevertheless, I’ve always liked the idea of half-breed characters, and wanted to include them at my table, so I made some rules for it.
The article below contains two separate systems: rules of introducing some more traditional half-breed types into DCC as race-templates, and a system for having mongrelbred gongfarmers, saddled with strange and unseemly genes, as part of your 0-level groups. Pick and choose, mix and match, or completely ignore as blasphemous.
Half-breeds and mongrels for DCC
Illustration by the oddly elfin Joni Kesti.
“There are forces much more abominable than the deities we worship, standing behind the starlight and the endless cosmic pits beyond.”
Since I wanted to do something a little lighter this week, and to appease our Reddit-based readership where this was requested: here’s a sheet for building out your own deities.
The basic PDF below should essentially work as a character sheet for new gods, but I also played around with making a form-fillable version so that handwriting wouldn’t hamper pantheon building. It was my first attempt at using such tools, so try it out and tell me what you think.
DCC Deity Sheet
Fillable Deity Form
“THE MUSHROOM IS NOT FEEDING IT IS GESTATING JUSTICIA HAVE MERCY”
– Excerpt from the personal journal of adventurer and wizard Friedrich Helmut.
It is time for another Knight Moot! This time the collaborative topic was fungi, and all the fun we can have with it. I’d like to thank all participants, and invite everyone to enjoy our strange imaginings of the fungal world.
The document below ended up becoming a sort of a mini-zine: there’s loot, monsters, treasures, wonders, and even a very loose mini-adventure. I’m quite happy with it!
DCC Knight Moot#2: Fun With Fungi
Link to the previous Knight Moot here on KitN: A Pile of Bone Blades.
Header illustration (and most of the art in the zine) by the sporadic Joni Kesti.
Drawing from years of experience working at different nursing homes, as well as being inspired by games like Battle Brothers, Blood Bowl and Darkest Dungeon to name a few, I have tried to create rules that are both realistic and fun to use, adding a level of madness and gore to my favorite RPG.
Coming in effect only after a character has been dealt a fatal blow, I have found them quite manageable and don’t feel they bog the game down with too many rules or decisions during combat.
In my current campaign, none have died so far, but have been saved from bleeding out quite a lot. One of the PCs are now carrying three permanent injuries, giving him ample ideas for playing his character, without rendering him useless, but wearing his scars with some pride. At least the physical ones.
Try them, you might find you like it!
DCC Rules – Permanent Injuries
Article illustration: Theodor Kittelsen – Fattigmannnen (the Pauper), 1894-95.
“Sometimes the time is right and stars align, casting a fortuitous path before a traveler.
At others, the time is wrong and stars are miscast, bringing despair and misfortune.
Mostly though, nothing special happens.”
I’ve always quite liked the birth augur and lucky roll system in DCC. We’ve more or less always just applied a bonus into the lucky effect (either +1 or 0-level Luck modifier, whichever is higher).
We did try out just applying the raw Luck modifier as is, but that created the problem of the lucky roll not meaning anything (if Luck mod was set at +0) or significantly hindering characters (in the case or negative Luck modifiers). I don’t like making meaningless rolls, and I find that player’s get more excited to start roleplaying a character with a minor bonus to some obscure thing.
Last summer I took part in a Lamentations of the Flame Princess -campaign which used a background table to flesh out characters to begin with: the gamemaster asked us little questions, the answers to which determined small bonuses and gave us an idea about the character’s nature before we started properly adventuring. In the “steal, beg and borrow” tradition of game design, here’s my take on a similar system. The rules in the PDF are intended to replace the birth augur table in the DCC rulebook.
DCC Alternate Augurs
“I ‘eard tell that there’s worlds somewhere out there, where stuff works different…
That’s a scary thought, innit?”
Rulings, not rules.
That’s been my guideline for gamemastering for as long as I can remember. And after running DCC for 2-ish years, I decided to take stock of what I’ve tweaked in the game.
What follows is a compilation of our house rulings. At the end of the document you can find some endnotes, explaining some of the history and logic behind the decisions I’ve made.
Feedback would be most welcome, I hope this sparks discussion. How do you run your worlds?
Judge AMP’s Shortlist of House Rulings
Illustration by the law-abiding Joni Kesti.