Dungeon Crawl Classics
You’re no hero. You’re an adventurer: a reaver, a cutpurse, a heathen-slayer, a tight-lipped warlock guarding long-dead secrets. You seek gold and glory, winning it with sword and spell, caked in the blood and filth of the weak, the dark, the demons, and the vanquished. There are treasures to be won deep underneath, and you shall have them. Return to the glory days of fantasy with the Dungeon Crawl Classics Role-Playing Game. Adventure as 1974 intended, with modern rules grounded in the origins of sword & sorcery. Fast play, cryptic secrets, and a mysterious past await you.
Originally created by Joseph Goodman
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Dungeon Crawl Classics Reviews (4)
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Dungeon Crawl Classics (DCC RPG) makes magic back into magic by making it unpredictable and risky. You could fire 1 magic missile or 20 magic missiles or something in between, and you won't know 100% for sure which until you do it. The Warrior and Dwarf have an UH-MAZING ability to invent combat maneuvers during play, using their wits and their environment to turn the tide of a battle. Halfings bring much Luck to the Party. Other classes have things to make them unique and fun to play, too. The game firmly puts the emphasis on the IDEAS of everyone at the table, rather than the rules, and leans into the dice so outcomes are never foregone conclusions but are VERY OFTEN memorable and fun, so you're always engaged with the events of the game.
Dungeon Crawl Classics takes classic fantasy RPGs and cranks everything up to 11. While it has familiar character classes like Dungeons & Dragons, the game pushes players to craft unique characters through lived experiences at the table. Weaknesses aren’t just accepted—they become the most entertaining part of the story. Magic in DCC is dangerous and unpredictable. Spells can mutate casters, summon bizarre entities, or cause wild, reality-warping effects. The game embraces chaos in a way that makes every spellcasting moment feel powerful and risky. The published adventures are filled with gorgeous, retro-style maps and don’t hold back on the weird and fantastical. While low-level D&D characters are fighting rats in a basement, DCC adventurers are stepping through portals to alien realms, confronting mutants in a well of primordial chaos, or awakening ancient armies of terra cotta warriors bent on conquest. Dungeon Crawl Classics doesn’t just recreate old-school dungeon crawling—it supercharges it.
Wizards tired of running out of spell slots right when you need that perfect spell? Clerics disappointed you had to waste a spell slot healing your party just because they cant avoid taking damage. Come to DCC where you can cast as much as you like. Just beware, push to far, or fail your spell check and it may have dire consequences, from misfires, corruption or even Deity disapproval. DCC leans into the wacky and weird and is built to embrace death. Try a zero level funnel where you start with 3-4 peasants and live out your characters backstories. Those that survive get to reach first level and set off on wild adventures. The system is very easy to learn with a limited number of classes and light on the rules. DCC rewards a players creativity and imagination, rather than some rules in a book. As a long time DM/Judge, I got frustrated with the thousands of rules in D&D for classes, subclasses, races, feats and miscellaneous other trivial rules that kept players restrained within limits. It became increasingly difficult to surprise and challenge players. When I tried DCC I immediately fell in love and have found a fantastic community surrounding the entire line of Goodman Games products. Give it a try and join your local Gongfarmers as you seek gold and glory through sword and sorcery...or die trying.
If you love old-school dungeon crawls, deadly adventures, and the thrill of rolling a handful of funky dice, Dungeon Crawl Classics (DCC) is one of the best fantasy RPGs out there. It blends the brutal charm of classic tabletop roleplaying with modern mechanics that keep the action fast, unpredictable, and fun. Pros: ✅ Funnel Character Creation – Instead of carefully crafting a single hero, you start with a handful of 0-level peasants and see who survives their first adventure! This makes every character’s journey feel earned and every survivor feel legendary. ✅ Fast-Paced and Brutal Combat – Combat in DCC is lethal and exciting, with a mix of tactical choices and chaotic magic. Expect wild spell effects, exploding dice rolls, and plenty of moments where everything goes horribly (or hilariously) wrong. ✅ Magic Feels Unstable and Dangerous – Unlike traditional Vancian magic, spells in DCC are unpredictable. Casting a spell can lead to anything from spectacular effects to horrific corruption, making every use of magic a gamble. ✅ Old-School Feel Without the Clunkiness – Inspired by classic adventure modules, DCC brings back the sense of exploration, danger, and weirdness that made early RPGs great—without bogging things down in outdated mechanics. ✅ Unique Dice Mechanics – DCC uses a funky dice chain (d3, d5, d7, etc.), which adds a unique twist to the usual d20 rolls and keeps the game feeling fresh and different. ✅ Supports Gonzo, Heavy Metal, and Pulp Fantasy – DCC embraces wild, over-the-top storytelling. Whether you’re fighting demon lords, unearthing cosmic horrors, or making deals with alien gods, the game encourages creativity and chaos. Cons: ❌ Not for Rules Lawyers – DCC’s rules lean more on rulings over rigid mechanics. The game thrives on improvisation and referee judgment, which might frustrate players who prefer structured, predictable rules. ❌ Random Character Generation Can Be Harsh – Since characters are generated with random ability scores and hit points, some players might struggle with the lack of control over their character’s initial power level. ❌ Magic Can Feel Unreliable – While the chaotic spell system is one of DCC’s highlights, it can also be frustrating for players who want a more reliable approach to magic. Wizards and clerics must be ready to deal with unexpected results. ❌ Brutal Difficulty – Death is frequent, especially in the early levels. If you get attached to your characters too soon, DCC might break your heart (but in the best way possible). Final Verdict: ⭐⭐⭐⭐⭐ (5/5) DCC is a must-play for anyone who loves old-school dungeon crawls, lethal combat, and wild, unpredictable magic. It captures the feeling of classic RPGs without feeling outdated or clunky. If you enjoy pulpy, gonzo, sword-and-sorcery adventures where survival is never guaranteed, this game is for you. 💡 Perfect for: Fans of OSR-style gameplay, high-risk/high-reward adventures, and chaotic magic. ⚠️ Not for: Players who prefer balanced, predictable mechanics or character customization over randomness.
How to play Dungeon Crawl Classics
Dungeon Crawl Classics is a fast-paced, open-feeling rules set allowing for epic game experiences without unnecessary tethers. It uses modern game-play while paying homage to the origins of role-playing and the fun that it inspired.
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Explore Dungeon Crawl Classics Classes
Cleric
An adventuring cleric is a militant servant of a god, often part of a larger order of brothers. He wields the weapons of his faith: physical, spiritual, and magical. Physically, he is a skilled fighter when using his god’s chosen weapons. Spiritually, he is a vessel for the expression of his god’s ideals, able to channel holy powers that harm his god’s enemies. Magically, he is able to call upon his god to perform amazing feats.
Thief
You are a hulking, skulking thug waiting for your next victim, a dexterous wall-climber cozening treasures from ostensibly impenetrable vaults, a fleet-footed cutpurse outrunning shouting pursuers through a crowded market, or a brooding killer stalking a difficult target.
Warrior
You are a mailed knight on a king’s errand, a greedy brigand loyal to no man, a wild bear-skinned wanderer with an empty stomach, or a stout man-at-arms armored by a merchant’s gold. Of all the classes, warriors have the best attack bonus, the highest hit points, and the most potential for extra attack actions.
Wizard
Wizards control magic. At least, they attempt to. Mortal magic is unpredictable and wild but powerful. Unlike clerics whose faithful service is rewarded with divine powers, wizards wield magic through mastery and dominance of forces in which they are not always voluntary participants. Wizards are sometimes trained in combat, but are rarely a match for warriors or clerics in a clash of worldly weapons.
Dwarf
Dwarves live far beneath the ground and rarely set foot above it. Dark caves and deep cities were once your home, but now you live a wandering life: you are an exiled defender selling your martial might, a curious craftsman trading your talents, or a bitter renegade unwilling to settle for your lot in life. You are an object of suspicion to surface-worlders as well as other dwarves.
Elf
Elven longevity, combined with their skill with magic, has created many legends about their racial roots. Whether elves really have traffic with demons and gods is for them to know and the other races to discover. Elves can cast spells as wizards do. An elf of the same power level as a human wizard also has many decades of combat experience. As such, elves typically cast their spells just as competently as human wizards and also have martial skills.
Halfling
Halflings are un-ambitious country-dwellers who live in well-ordered peace and quiet. Their small stature and modest goals let them escape the notice of most major powers. They keep to them selves and make contact with others only when they are inadvertently drawn into the affairs of “the taller races,” as they call elves, dwarves, and humans. Halflings prefer lives of farming, gardening, beer-brewing, and other simple crafts. The few that take up adventuring are usually traders or ne’er-do-wells who have somehow been thrust outside the ordered nature of their normal lives.