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Dungeon Crawl Unlimited: Core Rules
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Dungeon Crawl Unlimited: Core Rules

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Go From Zero To Game In 30 Minutes Or Less!

At last! Instant gratification for players and GMs alike. Welcome to the Dungeon Crawl Unlimited roleplaying game system: a system that is easy, fast, flexible and fun. Inside this book you will find a game system that is quick to learn, easy to use, consistent in resolving actions, straightforward in game mechanics, flexible everywhere but especially with magic and, best of all, usable at a moment's notice.

Players: DCU offers a simple and streamlined character creation process. Characters are skill-based with no artificial restrictions on who can have how much of what. All of the calculations, of which there are not many and not complicated, are done during character creation. Both combat and skill resolution use the same easy-to-learn rules that fade quickly into the background allowing you to concentrate on the story.

Wizards: Pick a spell. Any spell. If you can describe it you can create it. The Basic Grimoire offers twenty-one spells that cover the spectrum from camping to combat but it is only the beginning. Once you have a grasp of the basic mechanics your own, personal, custom magic arsenal is only a few experience points away.

GMs: All he benefits above and more besides. The DCU Dungeon Crawl Generator offers you a way to generate an entire evening's adventure in minutes and not many of those. This book contains thirty-six maps that can be used as-is or customized to taste. A handful of die rolls suffices to fill your dungeon with both foes and treasure. What's more, a few words from Uncle Victor and his sidekick Igor will have you creating new opponents to keep your players guessing.

Finally, DCU comes with an entire game world to make your own. The world of Epigaea has seen many things and has a rich and turbulent history. Enough material is given here for a good, solid start but not too much. Epigaea is open for development as are the Spheres and Realms beyond. Everything in the background is independent and interchangeable: use as much or as little as you want. Or, simply drop DCU into any existing campaign you have. It will fit and your game will fly! Enjoy!

 
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Discussions (1)
Customer avatar
Jeremy H February 17, 2016 12:55 pm UTC
I'm really interested in this one but want to know more about it. Has anyone reviewed it in the blogosphere?
Customer avatar
February 19, 2016 7:08 pm UTC
PUBLISHER
Jeremy:

Thanks for asking! So far I haven't found any reviews, here or anywhere. If you haven't already, please download one of the extra forms bundles. The pre-release has excerpts from the DCU core rules. In a nutshell, DCU is 2d6 + Attribute + Skill based resolution of just about everything. The system is designed to be fast: fast to learn and fast to use. Take a look at the basic character sheet and that's most of the work for players.

For GMs there are ready-to-use (albeit simple) maps plus tables for filling a map with critters, varmints and treasure. Pick a map, roll some dice and you're ready to go.

I must say, though, I'm proudest of the magic system. All you need is a spell name, like "Jeremy's Giant Jump," and a grammatically-correct description, "This combat spell temporarily increases Jumping skill," and DCU does the rest. Creating, or at least describing, magic items is similarly easy.

If campaigns are your thing, there's also...See more
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James Matt Cox
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