Rabid Dogs packs a TON of great content for DCC into it's 32 pages! I'll start off by simply saying I highly recommend this to anyone playing DCC, but especially to players and GMs who have been using the system for awhile and could use a few new things that feel 100% inline with the flavour of DCC while still adding something new. You'll get your $4 worth (and more) in the first 15 pages!
One of the first things in the zine is a new occupation table. For me this was a huge boon as I really enjoy playing funnels but after years of playing them I have to admit the existing occupation table which is admittedly quite large had begun to feel a lot smaller. The great thing about this new table is that there is no power-creep so one player could use this table while another player uses the existing table from the rulebook and they would blend together deamlessly.
The next section is an optional set of rules for removing the race-as-class from DCC. These rules are handy for anyone who wants to play an exotic race but doesn't want that choice to define everything else about their character. Race-as-class is a holdover from the B/X days of the game and although there's not necessarily anything wrong with it, it does feel like it railroads exotic fantasy races into their basic roles/stereotypes from Tolkein novels.
The next rules section of the zine introduces the Outlier, a pseudo-Ranger more inline with the 'no-heroes' power level of DCC. I really like the Outlier and can't wait to play one in a game. I think of it as basically an outdoorsy version of DCC's Thief. Basically swapping some of the Thief's dungeoneering and criminal skills for a smaller selection of outdoors skills while also being slightly sturdier in combat than a typical DCC Thief.
the final rules-centric article is on dogs as PCs. These dog rules are really neat as they tap into the growing popularity in RPGs of animal PCs while still being very anchored in the world/system/balance of DCC. Your dogs have skills and abilities, and they do improve as they level up, but at the end of the day they are actual dogs with all the limitations you would expect and not magical dog/human hybrids. I don't have any plans to run an all-dogs DCC game, but having said that the next time I'm a player in a funnel I'm definitely going to include a dog as one of my characters.
After these additions to the rules Rabid Dogs leaves us with two road-side encounters. These are great additions to a GMs toolkit as in my experience published DCC material focusses on interior locations so having some additional overland content is a boon to those of us who rely heavily on published material for our games.
Once again I highly recommend Rabid Dogs to anyone and everyone playing DCC, I can't imagine anyone not getting their money's worth out of this product and finding atleast one thing that will become a permanent addition to their game.
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