Two FLGSs keep me hopping

[SPOILERS BELOW]

There is nothing more fun than having fun with friends! And of course, when you are running Dungeon Crawl Classics at TWO FLGSs, friends begin to come in abundance.

My tables are filling up, therefore, I’m finding myself in a quandary.

  1. What to run each time (there usually are one to two new players)
  2. Whether to limit the number at the table (sorry, I can’t turn people away)
  3. How to start and run a campaign with 8+ people at the table. (this is at one of the stores presently)

Just as much as I enjoy this quandary, I’m also not enjoying it. You see, I’ve not been running DCC RPG for even a year yet. It has been just over a year ago that I started playing DCC RPG. And in having so much fun with it, I thrust myself into judging.

With judging Goodman Games World Tours Road Crew 2017 games, I found myself at GenCon 50 in Indianapolis having won one of three spots in a Road Crew judges contest. What a thrill that was! You know, it’s the kind of thrill that you have to keep pinching yourself to see if it is real. And now, I’m going to Gary Con in March. I’m going as a gamer. I want to learn as a player what a good judge needs to know in order to provide adventures that keeps players coming back for more.

Well, this blog started out to share my last two Road Crew 2017 games. Not to talk about cons.

On December 14, at Better World Books in Goshen, IN there were three returning players at the table and we visited “Not in Kansas Anymore” by Dieter Zimmerman with Mark Sprengeler. On December 16, at Secret Door Games in Elkhart, IN there were seven returning players for “Sailors on the Starless Sea” by Harley Stroh. Two of which had been new to the game a the week before. One didn’t make it out of the store without purchasing a DCC RPG corebook. Both returned with their own set of strange shaped dice. dnddice

With three players, at Better World Books, having a total of 12 PCs they take a time traveling trip from the Shudder Mountains back to the 1970’s. “Not in Kansas Anymore” isn’t dull. The PCs find themselves no longer meager peasants with occupations of cheese maker, baker, and candlestick makers. Semi-truck driver, lawyers, waitress, etc. are trying to escape the threatening lava of a volcano. Along the way they have gotten some jewels and coins mound of treasure and defeated a poor young sky lizard. Really, what did it ever do to them? Its mother had died a cruel death prior to the PCs ever finding it. With yet more to come, Greg, Cam, and Anita have some exciting adventuring to do and figuring out what purpose the enchanted coins have in escaping the volcano.

“Sailors” has gotten itself into its third session with seven players having a total of 20 PCs among them. I am hoping that it will conclude when the group can reconvene after the holidays. Or maybe and all day/night pre-new year’s eve event. The group has made its way across the starless sea with Jacob’s chaotic beadle Image result for Beadleand his holy symbol jumping into the sea to appease the beast. And the PCs are now disembarking the ship for the island with the ziggurat. My players are Marlene, Kelly, Jocelyn, Matt, David, Isaiah, Jacob and Ben. Not with me, at this time, are the names of their PCs. But I can truly tell you that these characters have come up with amazing character names for their PCs.

For those of you that DM, GM or Judge RPGs, please leave a comment below. The subject: The *stress* of preparation for a rpg game and the relief the running of the game to find that it ran better than you’d ever planned for.

My comment is this: I have anticipation anxiety in preparation for a game. Then during the game, I relax and find the players give me the joy and the fun of getting to the end. Sometimes we get to the end quickly and at other times (I know that I’m doing a lot for them to get the clues – not always the best judge’s feature) it goes slow.

I’m constantly looking for ideas, suggestions, and feedback. Positively put, criticism is accepted.

May your holidays be filled with crits.

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Return to DCC Road Crew 2017

[Insert UGH here. As this was to post 9 days ago].

It has been a few weeks (since October) that I’ve been able to judge DCC at my two FLGSs. It felt good to gather around the table last evening. Road Crew 2017 got back on track last evening at Better World Books in Goshen, IN. We headed to The Shudder Mountains.

After the wedding at “Sour Spring Hollow” with nary a survivor from the Hobb’s Farm adventure, the party has come to an end. Filled with food and dancing all day, the PCs realize that the day is moving into dusk and the guests have all packed up their potluck dishes and dancing shoes, and are now headed for home.

BUT WHICH WAY is home in The Shudder Mountains? What did that ginger’y tasting witch liqueur do to our brains?

The group decides to follow the only obvious road out of the Hollow. As they moved along the road, dusk is becoming darker. The PCs are losing daylight. They come upon a sign in the fork of the road. One direction says “Sour Spring Hollow Lower” and the other “Moonricket Hollow”. The PCs decide that they will go in the directions of Moonricket Hollow. This is where they come upon Moonricket Bridge and encountered a ghostly adventure.

This Level 1 adventure in “The Chained Coffin” set does not disappoint and can be run within a 3 hr time frame. Adding more to the encounters offered in this part of the modules, will add more suspense and death of PC’s.
In last evening’s adventure, we had a PC paralyzed and another who made his stealth check but then got entangled in his blackjack by throwing a “1” and fumbling on his attack. He was entangled for 10 minutes as the fighting kept on. No one could roll adequate numbers, not even me…the judge.
The group came to the end of the adventure with fuzzy feelings and the reward.

*“The Chained Coffin” boxed set by Michael Curtis DCC83

After the wedding in “Sour Spring Hollow” – A DCC adventure

The ‘Mountains’ are ‘Shudder’ing as a few residents of the Shudder Mountains take to  adventuring in “The Chained Coffin” set by Michael Curtis.

The adventure began when we visited a wedding in “The Woeful Tale of Sour Spring Hollow”. Those PCs  who drank the gingery drink at the wedding are thought of in the past tense. (It was a TPK – total party kill).

As only one bottle of the special brew had been discovered, those wedding guests who were not fortunate to be served the gingery drink are now on their way home. They have gathered up the meager leftovers which was not much and are setting out on the only road out of Sour Spring Hollow.

It is dust as they leave the hollow. What the PCs failed to remember until now was the legend of “Moonricket Bridge”. During the day and it’s light, the bridge is safe to cross. But when dusk and night falls, there is something to be afraid of in crossing the bridge.

As I am discovering, Michael Curtis does not disappoint in this set. Mr. Curtis has not laid everything out in strict fashion. You, as the judge, can fill in ‘folklore’ adventure as you guide the PCs through the Shudder Mountains. The boxed set gives you the funnel and can take your group all the way to Level 5 adventurers.

Last evening, the PCs felt a ‘shudder’ and experience a rot coming from beneath a ruined keep they stumbled upon. Recognizing the banner, the PCs realize that in this area of the mountains there have been villagers disappearing at a surprising rate. The PCs find themselves standing in front of this ruined keep and are compelled to investigate.

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My regulars keep bringing newbies to the table. Welcome Jacob and Ben!

Thus they entered Harley Stroh’s “Sailors On the Starless Sea”. Yes, it is another 0-level funnel but even a Level 1 can find themselves at death’s door quickly.

What is under the hill which the keep is set upon may just be the beginning of a love affair with what is found in The Shudder Mountains. The PCs may find they are “Frozen in Time” by Michael Curtis or looking up and seeing a “Hole in the Sky” by Brenden LaSalle. A portal may take them somewhere truly unknown for that split second they may take their eyes off the road.