Episode 1: ‘Flying What?’

dcc_rpg_cover_smallFlying What?’ is the pilot episode of a Dungeon Crawl Classics RPG actual play podcast. Additional information can be found at http://irontavern.com/podcast.

Session Synopsis

With the Great City’s only accessible crafting wizard’s shop under the chaotic adventurer’s control they seek to decipher the now paralyzed wizard’s ledgers before the poisons fade from his body. In addition they must determine what to do with the two strangers seeking to retrieve a newly enchanted sword from the wizard’s shop. And there is the small matter of the sacrifices needed by the next full moon for Mani’s temple that has come under the adventurer’s control…



Intro and outro music is ‘Wrecking Ball’ from 137 from http://music.mevio.com.

10 thoughts on “Episode 1: ‘Flying What?’

  1. Good pilot episode. Looking forward to hearing more from this group in the future.It should be very helpful for teaching some of the basic mechanics of the game to people new to DCC RPG.

  2. New listener here! I enjoyed the podcast. Once I get a chance I will listen to the other sessions. I was wondering if anyone did level up from this session or if there is a resolution cooldown you guys post on G+ I could look at?

    • Thanks for the feedback!

      There were no level-ups from this session (I rarely allow level-ups mid-adventure).

      We don’t really have a resolution cooldown that is in a public area, just our private between session planning area.

      I would be happy to post some “meta” information to the blog here if there are things people are curious about. Not sure what folks would find interesting versus too much like “let me tell you about my character”.

      • I thought I heard a player say something about “If you survive you should level up.” or some sort.

        Do you mean that people don’t level up til the adventure is completed. Adventure = module or dungeon/whatever.

        • Ah – I bet someone was commenting on one of their lower level characters who tends to level up more quickly than the higher level ones to catch him up – perhaps it was said in regards to Colgrim or Aram – one of Matt’s characters. Or maybe Tsanth, Dustin’s cleric.

          The current characters in the campaign range from 0-level to 5th level. Most of the characters are 4th and 5th. As the campaign has progressed we’ve added in hirelings at 0-level and gradually leveled them to help provide a stable of characters for the players to choose from in case a character dies. Sometimes I let them hire on a 1st or 2nd level henchman after scouring the city for such a sell-sword who then becomes groomed to possibly be a replacement PC if needed.

          I actually don’t follow the experience point rules as written in DCC RPG. In my games I just tell the characters when to level their character instead of tracking experience points.

          That method does away of me doing the accounting of keeping track of experience points per encounter. I prefer to spend that time on game prep than tracking the meta. This also allows me to slow leveling down a bit when I have a wealth of adventures for a certain level range and speed it up just a bit when I need to jump from one level range to another. So far this has worked well for me as the judge.

          If I followed the rules as written then I should be assigning 1, 2, or 3 xp per encounter based on difficulty to the characters. They would track those experience points and level when they reached the next tier.

          Does that help clear things up?

          • Yes, that makes sense. I really like the approach to XP in the DCC RPG rulebook. I think what you are doing keeps the essence of that but eliminates ALL book keeping. Whatever works, I just like the fact that if you survive…you gain xp. And the advancement scoring becomes somewhat of a tally of ‘sessions this character has survived’ more than anything. I love the idea.

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