Mystery TTRPGs are hell for GM, not so in DCC.
I believe it. We got a game going super fast with DCC, which allowed the kid to DM/GM/Judge super quick.
More tidbits - players can be creative. Don’t need to find perfect setup and execution (which probably becomes rote in 5e dnd). The randomness keeps things fresh and players gotta react and go w/ the flow.
Randomness as in:
- Luck rolls
- Random tables for lots of things, spells, etc.
- Min-max is not really a thing if you do 0-level funnel.
A lot of DM/Judge types say the tables help very much with less memorization/less rules for Judge to deal with in DCC.
Reference for some smart analysis and this general idea of easy on The DM, see “tales & tactics e20 - dungeon crawl classics” on yt, https://www.youtube.com/watch?v=kQs8riB2_Ss I think halfway through that yt, they talk about this topic.
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