Play It Weird!
The early days of roleplaying were pretty wide open; anything was possible. DCC embodies and extends the gonzo spirit of a time before fantasy roleplaying became solidified around a core set of tropes.
Dungeon Crawl Classics is built from the DNA of early D&D, but incorporates plenty of unique elements. The massive rulebook incorporates hundreds of illustrations created in the style of 1970s fantasy roleplaying.
Here’s how publisher Goodman Games describes Dungeon Crawl Classics:
Return to the glory days of fantasy with the Dungeon Crawl Classics Role Playing Game. Adventure as 1974 intended you to, with modern rules grounded in the origins of sword & sorcery. Fast play, cryptic secrets, and a mysterious past await you: turn the page…
What Fans Love About Dungeon Crawl Classics
- Old School Style – The DCC rules draw heavy inspiration from early versions of D&D but are intended to create a freewheeling style of play rather than copy a particular D&D ruleset.
- Zero Level – Player characters start at 0 level, rather than 1st level, and players are encouraged to create two or three of them, because it is likely that at least one will die before reaching 1st level.
- New Dice – In addition to the standard 4-, 6-, 8-, 10-, 12-, and 20-sided dice, DCC uses 3-, 5-, 7-, 14-, 16-, 24-, and 30-sided dice.
- “I’ve had multiple short DCCRPG sessions where we have made characters and completed a dungeon mission/adventure in one sitting. So much fun!” — Daren Commons, Neradia
- “So, my overall impressions of the game… It’s a lot of fun.” — On First Blank
See Dungeon Crawl Classics in Action
- Check out the official forum
- Find more DCC on Reddit
- Get answers to your Dungeon Crawl Classics questions on RPG StackExchange.