DCC New Player Funnel
Dungeon Crawl Classics | One-Shot
About the adventure
This is a game for people new to Dungeon Crawl Classics, who want to learn the rules and get a taste for the general vibe of a DCC game. The game will feature party of 0-level characters to run through a standard DCC “funnel”, where each player starts with 3-4 characters and tries to come out the other side with at least 1 surviving PC. PCs that survive the funnel get to keep any loot they acquired along the way, and immediately advance to Level 1! In classic DCC fashion, these funnels are meant to serve as the “backstory” for your character’s growth into a hero (or villain). These adventures are usually incredibly lethal, so it’s encouraged to not grow too attached to a character before they’ve survived the gauntlet - embrace the deadliness of the game as part of the fun, and let the dice tell the tales of disastrous failure and ultimate glory!
Game style
Rules as Written (RaW)
Games that are ran “Rules as Written” emphasize realism and stick to the letter of the rules, allowing players to explore creative solutions while still operating under a consistent rule set. Players have the ability to utilize the rules in creative ways to create awesome characters and moments in the game.
Dungeon Crawl
A “Dungeon Crawl” is a scenario where players navigate a dungeon or labyrinth-like environment for the entirety of the adventure. It emphasizes battling monsters, collecting loot, and avoiding traps to survive to the end!
This game is intended for players new to Dungeon Crawl Classics. I encourage players to ask questions and take their time getting a feel for the rules of the game. We'll be trying to stick as close to Rules as Written as possible to facilitate learning the system. Experienced DCC players are still welcome but should hold the expectation that this is a learning session.
Additional details
How to prepare
Players will need a mic in order to play. A webcam is preferred, but not required. Familiarity with Foundry VTT will help, but is also not required. Players will not need to read the rules or create characters ahead of time - the rules are simple enough that we can cover them in the first few minutes of the session before starting.
What I provide
The main gameplay of the adventure revolves around dungeon-crawling. Exploration, problem-solving, trap interaction, and combat are typically the main activities. Old-school like DCC games encourage (or even require) players to physically map the dungeon themselves as they explore, but with the availability of the VTT format we can take advantage of mapping tools and images to aid in building the collective imagination. We will use Foundry VTT for maps, tokens, and to aid with character line-of-sight and positioning. I like to include ambient music to set the tone of the adventure. The combat is quick and deadly, and creative and tactical gameplay will certainly improve characters' odds of survival. Because this is an introductory game for beginners, we will be trying to stick to the Rules as Written as closely as possible - however, the nature of DCC is that the rules are not meant to account for every specific situation, so if it we find ourselves in a grey area, we'll lean towards Judge-Player collaboration and Rule of Cool to fill in the gaps.
Gameplay details
Before our first session, I'll check in with each party member to make sure they have everything they need for the game. This will be a good time to voice any concerns about content you would like veiled or left out. Our first session will function as a Session 0 in order to go over rules, setting, character creation, game questions, and expectations for the game, including the lines and veils we wish to establish as a group. However, character creation is so quick that we will certainly jump into the adventure within the first half-hour. Midway through the session, we will take a break in order for folks to stretch their legs, take bio breaks, or otherwise. This will also be the time to address any concerns during game, whether with the group or privately with myself. After this, we will resume the session. At the end of the session, we will hold a short debrief to talk about the session. This will be largely informal and entirely optional. This will be a welcome opportunity for feedback about the game. However, I understand that many folks (including myself) have a hard time coming up with helpful comments right after a game concludes, so if folks want to give feedback but would like some time to sit with the session, I am always open to messages between sessions. On that note, if there is ever an issue at the gaming table that a party member wishes to discuss more privately with me, I always practice an open-door policy - I absolutely encourage anyone with concerns about the content or direction of the game to message me, and we will work towards a mutual resolution. As well, if there is ever a time that a party member needs to step away from the game for any reason, just send me a message letting me know if the leave is temporary or permanent and there will be no further questions asked.
Content warnings
Safety tools used
• Breaks
• Debriefing
• Open Door
How will character creation work
For first-time players, I will hand out pre-generated characters for the group to start with. Each player with have 3-4 characters at the start of the adventure, so there will not be a shortage of variety between players. In the future, players can roll up these characters at the start of a funnel, but for speed of play we will start with pre-generated characters.
Players can expect
Combat / Tactics
Low
Roleplay
Low
Puzzles
Low
Experience level
Open to all
Platforms used
• Discord
• Foundry VTT
$10.00
/ Session
Each player will be charged when a session starts.
Details
Once / Wednesday - 2:00 AM UTC
Mar 12
2-3 Hour Duration
4 / 5 Seats Filled
Schedule
Requirements
Experience required: Open to all
Age: 18+